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      초등학생 게임 리터러시 수업에서 나타난 행위성 연구 : 행위자-네트워크 이론을 중심으로 = The Study of Agency in Game Literacy Classes for Elementary School Students: Focusing on Actor-Network Theory

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      https://www.riss.kr/link?id=A109306502

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      다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

      This study explores the role of agency in game literacy education for elementary students, emphasizing its potential as a resource rather than just a tool for teaching. By analyzing a classroom activity where students played Monument Valley and created drawings of the game world, the research categorizes the game’s agency into three levels: 1) static image, 2) limited utilization (character movement), and 3) full utilization.
      Using Actor-Network Theory, it suggests that the level of agency utilization depends on the material qualities of expressive resources, students' perceptions of the game's agency, and network translation strategies.
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      This study explores the role of agency in game literacy education for elementary students, emphasizing its potential as a resource rather than just a tool for teaching. By analyzing a classroom activity where students played Monument Valley and create...

      This study explores the role of agency in game literacy education for elementary students, emphasizing its potential as a resource rather than just a tool for teaching. By analyzing a classroom activity where students played Monument Valley and created drawings of the game world, the research categorizes the game’s agency into three levels: 1) static image, 2) limited utilization (character movement), and 3) full utilization.
      Using Actor-Network Theory, it suggests that the level of agency utilization depends on the material qualities of expressive resources, students' perceptions of the game's agency, and network translation strategies.

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      참고문헌 (Reference)

      1 정용재, "‘Neonadeuri’ of ‘Unripe’ and ‘Ripe’: Science Learning as Heterogeneous Network" 40 (40): 631-648, 2020

      2 Young Kyun Baek, "Understanding and applying game-based learning" Gyoyook Gwakasa 37-, 2006

      3 김양은, "The Study on Elementary St udent’s Media Literacy through Game-Making Activities" 24 (24): 7-46, 2010

      4 Harman, G, "Prince of Networks: Bruno Latour and Metaphysics" Galmuri 21-, 2019

      5 Jae won Joo, "New media phobia: Pride and prejudice in old media, game phobia" Communication Books 2013

      6 Larson, J., "Making Literacy Real" SAGE 4-5, 2015

      7 Latour, B., "Laboratory life:the construction of scientific knowledge" Princeton University Press 64-, 1986

      8 Seong wook Hong, "Human, Object, Alliance" Eum 22-, 2010

      9 Nguyen, C. Thi, "Games: Agency as Art" Oxford University Press 1-, 2020

      10 Keun Seo Park, "Game Play" Communication Books 73-, 2009

      1 정용재, "‘Neonadeuri’ of ‘Unripe’ and ‘Ripe’: Science Learning as Heterogeneous Network" 40 (40): 631-648, 2020

      2 Young Kyun Baek, "Understanding and applying game-based learning" Gyoyook Gwakasa 37-, 2006

      3 김양은, "The Study on Elementary St udent’s Media Literacy through Game-Making Activities" 24 (24): 7-46, 2010

      4 Harman, G, "Prince of Networks: Bruno Latour and Metaphysics" Galmuri 21-, 2019

      5 Jae won Joo, "New media phobia: Pride and prejudice in old media, game phobia" Communication Books 2013

      6 Larson, J., "Making Literacy Real" SAGE 4-5, 2015

      7 Latour, B., "Laboratory life:the construction of scientific knowledge" Princeton University Press 64-, 1986

      8 Seong wook Hong, "Human, Object, Alliance" Eum 22-, 2010

      9 Nguyen, C. Thi, "Games: Agency as Art" Oxford University Press 1-, 2020

      10 Keun Seo Park, "Game Play" Communication Books 73-, 2009

      11 KOCCA, "G-pi-G-gi"

      12 OECD, "Future of education and skills 2030 concept note: Student agency for 2030" OECD Publishing 2019

      13 Eskelinen, M., "First Person: New Media as Story, Performance, and Game" The MIT Press 36-, 2004

      14 남미자, "Drawing a new educational topog raphy beyond modern thinking : Focusing on new materialism" 44 (44): 27-55, 2022

      15 김영천 ; 정상원, "Documents Analysis as Qualitative Research Method" 21 (21): 253-285, 2015

      16 "Culture and Arts Promotion Act, Article 2 (1)"

      17 정현선, "Computer Games and Literary Education : An Approach to Understanding Storytelling and The Cultural Values of Stories" (28) : 95-120, 2009

      18 류영휘, "Children’s agency: Relational approaches and the implications for elementary school curricula" 36 (36): 25-44, 2023

      19 김민서 ; 김미진 ; 오규환 ; 도영임, "Artistic Meaning of the Game Experience : Focus on Player’s Perspective" 19 (19): 63-75, 2019

      20 김종훈, "Analyzing ‘Student Agency’ e mbedded in the Discourse of Future Education : (Re)interpretation of the OECD Education 2030project" 40 (40): 181-202, 2022

      21 최은혜 ; 안지연, "Analysis of the Aesthetic Elements of Art Game through the Pl ayer's Experience" 72 : 297-330, 2023

      22 Fenwick, T., "Actor-Network Theory i n Education" Routledge 22-, 2010

      23 이미식, "A Study on the Game Literacy Capability and Practice of Moral Education at Elementary School" (51) : 137-160, 2019

      24 김광희, "A Study on the Game Liter acy Class of Elementary School Students" 42 (42): 149-165, 2022

      25 Korea Creative Content Agency, "2023 Survey on Game User" 14-, 2024

      26 KOCCA, "2023 Game Literacy Education Contest Best Case Collection"

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