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      디지털 게임의 특수교육적 활용에 관한 문헌 연구 = Review of research on digital games for special education purposes

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      https://www.riss.kr/link?id=A103927482

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      다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

      The purpose of this research was to review literature on using digital games to teach or rehabilitate students with disabilities. A total of 26 evidence-based studies were reviewed in the following categories: year, disability, areas of study, and curriculum. Detailed analysis were made upon each of the studies as well. There were four times as many studies as in 2000s than 1980s. While studies in the 1980s were focused on academics, studies conducted in the 2000s tended to be focused more on rehabilitation and health. Covered curriculum areas included rehabilitation, language, interaction, math, science, self-efficacy, cognition, leisure, and more. Some of the studies reported limited effects.
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      The purpose of this research was to review literature on using digital games to teach or rehabilitate students with disabilities. A total of 26 evidence-based studies were reviewed in the following categories: year, disability, areas of study, and cur...

      The purpose of this research was to review literature on using digital games to teach or rehabilitate students with disabilities. A total of 26 evidence-based studies were reviewed in the following categories: year, disability, areas of study, and curriculum. Detailed analysis were made upon each of the studies as well. There were four times as many studies as in 2000s than 1980s. While studies in the 1980s were focused on academics, studies conducted in the 2000s tended to be focused more on rehabilitation and health. Covered curriculum areas included rehabilitation, language, interaction, math, science, self-efficacy, cognition, leisure, and more. Some of the studies reported limited effects.

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      국문 초록 (Abstract) kakao i 다국어 번역

      본 연구의 목적은 디지털 게임을 이용하여 장애학생의 교육이나 재활의 목적을 위해 연구된 논문들을 통해 특수 교육 장면에서의 게임 연구 동향을 살펴보고자 함이다. 본 연구에서는 검색된 총 26개의 국외 근거기반 논문을 대상으로 시대별, 장애영역 및 학술지 분야별, 교과별 분석을 하였고, 각각의 논문에 언급된 게임에 대하여 세밀한 내용 분석을 하였다. 시대별로 보았을 때 2000년대에 들어 1980년대보다 네배에 달하는 양적증가가 있었다. 장애 영역을 볼 때, 1980년대에는 학습적 측면을 연구한 논문이 많은 한편 2000년대에는 재활과 건강을 연구한 논문이 많았다. 교과별로는 재활, 건강, 언어, 상호작용, 수학, 과학, 자기효능감, 인지, 여가 등 다양한 분야에 걸쳐 연구가 이루어졌다. 몇몇 연구에서는 게임의 효과가 제한적으로 나타났다.
      번역하기

      본 연구의 목적은 디지털 게임을 이용하여 장애학생의 교육이나 재활의 목적을 위해 연구된 논문들을 통해 특수 교육 장면에서의 게임 연구 동향을 살펴보고자 함이다. 본 연구에서는 검색...

      본 연구의 목적은 디지털 게임을 이용하여 장애학생의 교육이나 재활의 목적을 위해 연구된 논문들을 통해 특수 교육 장면에서의 게임 연구 동향을 살펴보고자 함이다. 본 연구에서는 검색된 총 26개의 국외 근거기반 논문을 대상으로 시대별, 장애영역 및 학술지 분야별, 교과별 분석을 하였고, 각각의 논문에 언급된 게임에 대하여 세밀한 내용 분석을 하였다. 시대별로 보았을 때 2000년대에 들어 1980년대보다 네배에 달하는 양적증가가 있었다. 장애 영역을 볼 때, 1980년대에는 학습적 측면을 연구한 논문이 많은 한편 2000년대에는 재활과 건강을 연구한 논문이 많았다. 교과별로는 재활, 건강, 언어, 상호작용, 수학, 과학, 자기효능감, 인지, 여가 등 다양한 분야에 걸쳐 연구가 이루어졌다. 몇몇 연구에서는 게임의 효과가 제한적으로 나타났다.

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      참고문헌 (Reference)

      1 김나정, "장애학생을 위한 게임 여가문화체험관"

      2 조광수, "자폐범주성 장애아와 테크널러지" 한국자폐학회 23-30, 2009

      3 조광수, "인지로봇의 자폐 범주성 장애 중재 적용가능성 탐색" 한국자폐학회 9 (9): 45-60, 2009

      4 박인아, "온라인 게임 실력겨루는 장애학생들: 전국특수교육 정보화대회 전국장애학생e스포츠대회 현장"

      5 김인순, "게임으로 장애인 특수교육 디지털교재 개발"

      6 Thomas, R, "an interactive computer game to increase skill and self-efficacy regarding safer sex negotiation: Field test results" 24 (24): 71-86, 1997

      7 Gee,J.P, "What video games have to teach us about learning and literacy" Palgrave/Macmillan 2003

      8 Lieberman,D, "What can we learn from playing interactive games? in Playing video games: Motives, responses, and consequences" Lawrence Erlbaum Associates 415-428, 2006

      9 Bartholomew, L. K, "Watch, Discover, Think, and Act in Evaluation of computer-assisted instruction to improve asthma self-management in inner-city children" 39 : 269-280, 2000

      10 Weiss, P. L, "Virtual reality provide leisure time opportunities for young adults with physical and intellectual disabilities" 6 (6): 335-342, 2003

      1 김나정, "장애학생을 위한 게임 여가문화체험관"

      2 조광수, "자폐범주성 장애아와 테크널러지" 한국자폐학회 23-30, 2009

      3 조광수, "인지로봇의 자폐 범주성 장애 중재 적용가능성 탐색" 한국자폐학회 9 (9): 45-60, 2009

      4 박인아, "온라인 게임 실력겨루는 장애학생들: 전국특수교육 정보화대회 전국장애학생e스포츠대회 현장"

      5 김인순, "게임으로 장애인 특수교육 디지털교재 개발"

      6 Thomas, R, "an interactive computer game to increase skill and self-efficacy regarding safer sex negotiation: Field test results" 24 (24): 71-86, 1997

      7 Gee,J.P, "What video games have to teach us about learning and literacy" Palgrave/Macmillan 2003

      8 Lieberman,D, "What can we learn from playing interactive games? in Playing video games: Motives, responses, and consequences" Lawrence Erlbaum Associates 415-428, 2006

      9 Bartholomew, L. K, "Watch, Discover, Think, and Act in Evaluation of computer-assisted instruction to improve asthma self-management in inner-city children" 39 : 269-280, 2000

      10 Weiss, P. L, "Virtual reality provide leisure time opportunities for young adults with physical and intellectual disabilities" 6 (6): 335-342, 2003

      11 Passig, D, "Virtual reality as a tool for improving spatial rotation among deaf and hard-of-hearing children" 4 (4): 681-686, 2000

      12 Yalon-Chamovitz, S, "Virtual reality as a leisure activity for young adults with physical and intellectual disabilities" 29 : 273-287, 2007

      13 Sanchez, J, "Virtual mobile science learning for blind people" 11 : 356-359, 2008

      14 Schaffer, D, "Video games and the future of learning" 87 (87): 104-111, 2005

      15 Squire,K, "Video game-based learning: An emerging paradigm for instruction" 21 (21): 7-36, 2008

      16 Deutsch, J. E, "Use of low-cost, commercially available gaming console(Wii) for rehabilitation of an adolescent with cerebral palsy" 88 (88): 1196-1207, 2008

      17 Hasdai, A, "Use of a computer simulator for training children with disabilities in the operation of a powered wheelchair" 52 (52): 1998

      18 Greenfield, P.M, "Two-dimensional representation of movement through three- dimensional space: the role of video game expertise" 15 (15): 87-103, 1994

      19 Gopher, D, "Transfer of skill from a computer game trainer to flight" 36 (36): 387-405, 1994

      20 Margalit, M, "The facilitation of information processing in learning disabled children using computer games" 7 (7): 47-54, 1987

      21 Malouf,D, "The effect of instructional computer games on continuing student motivation" 21 (21): 1988

      22 Merzenich, M. M, "Temporal processing deficits of language-learning impaired children ameliorated by training" 271 (271): 77-81, 1996

      23 Ota, K. R, "Task engagement and mathematics performance in children with attention-deficit hyperactivity disorder: Effects of supplemental computer instruction" 17 (17): 242-257, 2002

      24 Salen, K, "Rules of play" MIT Press 2003

      25 Dmitri,W, "Playing video games: Motives, responses, and consequences" LEA 229-247, 2006

      26 Vorderer, P, "Playing video games as entertainment" Lawrence Earlbaum 197-212, 2006

      27 Buttimer, J, "Patterns of leisure participation among adolescents with a mild intellectual disability" 9 (9): 2005

      28 Lieberman,D, "Management of chronic pediatric diseases with interactive health games: Theory and research findings" 24 (24): 26-38, 2001

      29 Akhutina, T, "Improving spatial functioning in children with cerebral palsy using computerized and traditional game tasks" 25 : 1361-1371, 2003

      30 Passig, D, "Improving flexible thinking in deaf and hard of hearing children with virtual reality technology" 145 (145): 286-291, 2000

      31 Beale, I.L, "Improvement in cancer-related knowledge following use of a psychoeducational video gram for adolescents and young adults with cancer" 41 (41): 263-270, 2007

      32 Coles, C. D, "Games that work in Using computer games to teach alcohol-affected children about fire and street safety" 28 : 518-530, 2007

      33 Papastergiou,M, "Exploring the potential of computer and video games for health and physical education: A literature review" 53 : 603-622, 2009

      34 Passig, D, "Enhancing the induction skill of deaf and hard-of-hearing children with virtual reality technology" 5 : 277-285, 2000

      35 Okagaki, L, "Effects of video game playing on measures of spatial performance: Gender effects in late adolescence" 15 (15): 33-58, 1994

      36 Breen, C. G, "Effects of contextual competence on social initiations" 24 : 337-347, 1991

      37 Subrahmanyam, K, "Effect of video game practice on spatial skills in girls and boys" 15 (15): 13-32, 1994

      38 Prensky,M, "Digital natives, digital immigrants" 9 (9): 2001

      39 Squire, K, "Designing centers of expertise for academic learning through video games" 47 : 240-251, 2008

      40 Oren, M, "Design and usability testing of an audio platform game for players with visual impairments" 102 (102): 761-771, 2008

      41 Raisamo, R, "Design and evaluation of a tactile memory game for visually impaired children" 19 : 196-205, 2007

      42 Staley, D.J, "Computers, visualization, and history: how new technology will transform our understanding of the past" M.E. Sharpe, Inc 2003

      43 Krichevets, A. N, "Computer games as a means of movement rehabilitation" 17 (17): 100-105, 1995

      44 Kebritchi, M, "Analysis of the supporting websites for the use of instructional games in K-12 settings" 40 (40): 733-754, 2009

      45 Horn, E, "An investigation of the feasibility of a video game system for developing scanning and selection skills" 16 (16): 1991

      46 "A microcomputer communication game for hearing-impaired students" 128 (128): 111-120, 1983

      47 Jannink, M, "A low-cost video game applied for training of upper extremity function in children with cerebral palsy: A pilot study" 11 : 27-32, 2008

      48 MacGregor, S, "A computer-mediated text system to develop communication skills for hearing-impaired students" 133 (133): 1988

      49 Ke,F, "A Case Study of Computer Gaming for Math: Engaged Learning from Gameplay?" 51 (51): 2008

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      학술지 이력
      연월일 이력구분 이력상세 등재구분
      2027 평가예정 재인증평가 신청대상 (재인증)
      2021-01-01 평가 등재학술지 유지 (재인증) KCI등재
      2018-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2015-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2011-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2009-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2007-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2006-08-09 학술지등록 한글명 : 특수교육학연구
      외국어명 : Korean Jounral of Special Education
      KCI등재
      2005-01-27 학회명변경 영문명 : The Korean Society For Special Education -> The Korean Society of Special Education KCI등재
      2004-01-01 평가 등재학술지 선정 (등재후보2차) KCI등재
      2003-01-01 평가 등재후보 1차 PASS (등재후보1차) KCI등재후보
      2001-07-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
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      기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
      2016 0.99 0.99 1.18
      KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
      1.23 1.3 1.503 0.5
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