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    http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.

    변환된 중국어를 복사하여 사용하시면 됩니다.

    예시)
    • 中文 을 입력하시려면 zhongwen을 입력하시고 space를누르시면됩니다.
    • 北京 을 입력하시려면 beijing을 입력하시고 space를 누르시면 됩니다.
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    Researching user needs and impact mechanisms for user-generated content-based K-12 English gamification apps = 사용자 생성 콘텐츠 기반 K-12 영어 게이미피케이션 앱에 대한 사용자 요구 사항 및 영향 메커니즘 연구

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    https://www.riss.kr/link?id=T17291421

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    목차 (Table of Contents)

    • Contents
    • Table Contents V
    • Figure Contents VIII
    • ABSTRACT X
    • Chapter Ⅰ Introduction 1
    • Contents
    • Table Contents V
    • Figure Contents VIII
    • ABSTRACT X
    • Chapter Ⅰ Introduction 1
    • 1. Research Background 1
    • 2. Research Aims and Significance 10
    • 3. Research Scope and Methods 14
    • 4. Research Process and Framework 19
    • Chapter Ⅱ Literature Review 24
    • 1. Gamification Fundamentals 24
    • 1.1 Theoretical Foundations of Games 24
    • 1.2 Gamification Definition 26
    • 1.3 Gamification Elements 27
    • 1.4 Gamification Challenges 29
    • 2. User Experience in Gamified Education 31
    • 2.1 User Experience Concept 31
    • 2.2 User Experience Elements 34
    • 3. Rationale for Gamified Education in K-12 Learners 36
    • 3.1 Psychological Characteristics 36
    • 3.2 Learning Characteristics 37
    • 3.3 Gamification Benefits 38
    • 4. Current Research on Gamified English Learning Apps 38
    • 4.1 Literature Search Strategy and Overview 39
    • 4.2 Applied Gamification Elements 44
    • 4.3 Gamified Learning Impact Analysis 44
    • 4.4 Gamified Engagement Types 48
    • 5. UGC in Educational Research 65
    • 5.1 Research Progress and Current Status 65
    • 5.2 Key Research Approaches and Methods 66
    • 5.3 Technical Methods for UGC Analysis 67
    • 6. Technology Acceptance Theoretical Framework 70
    • 7. Research Gaps 77
    • Chapter III Research Hypotheses and Methodology 80
    • 1. Research Questions 80
    • 2. Three-Phase Research Design 81
    • 2.1 Phase 1: Text Mining 81
    • 2.2 Phase 2: Design Prototype Development 83
    • 2.3 Phase 3: UTAUT Model Construction and Validation 85
    • 3. Research Question Response and Summary 100
    • Chapter IV User Needs Mining 102
    • 1. Case Studies 104
    • 1.1 Sample Selection and Overview 104
    • 1.2 Gamified Engagement Design Analysis 111
    • 2. Text Mining Process and Environment 126
    • 2.1 Text Mining Process 126
    • 3.User Review Data Preprocessing 129
    • 3.1 Data Cleaning and Validation 130
    • 3.2 Chinese Text Segmentation 131
    • 4. BERT-Based Semantic Representation 132
    • 5. Semantic Clustering Analysis 135
    • 5.1 Dimensionality Reduction Process 135
    • 5.2 HDBSCAN Clustering Analysis 139
    • 5.3 Clustering Performance Validation 142
    • 6. User Needs Identification 143
    • 7. User Needs Correlation Analysis 149
    • Chapter Ⅴ Prototype Design 156
    • 1. Design Strategy System 158
    • 2. Design Strategy Establishment 164
    • 3. Interface Design Realization 171
    • Chapter Ⅵ User Questionnaire Survey and Research Hypothesis Verification 186
    • 1. Questionnaire Construction 187
    • 1.1 Core Variables Design 187
    • 1.2 Measurement Variables Design 193
    • 2. Pilot Study 194
    • 2.1 Pilot Implementation 194
    • 2.2 Reliability Analysis 195
    • 2.3 Item Optimization 196
    • 2.4 Validity Analysis 200
    • 3. Formal Questionnaire Survey 202
    • 3.1 Data Collection 203
    • 3.2 Descriptive Statistics 204
    • 4. Perception Differences Across Educational Stages 208
    • 4.1 Analytical Methods and Sample Distribution 209
    • 4.2 Descriptive Statistics by Educational Stage 210
    • 4.3 Analysis of Descriptive Difference Results 215
    • 5. Results and Analysis of the Impact Mechanism 218
    • 5.1 Descriptive Statistics 218
    • 5.2 Effect mechanism results 220
    • 5.3 Analysis of Impact Mechanisms 229
    • Chapter VII Conclusion and Prospect 235
    • 1. Major Research Findings and Core Contributions 235
    • 2. Theoretical Contributions and Methodological Innovation 238
    • 3. Practical Guidance and Design Strategies 239
    • 4. Social Value and Practical Significance 240
    • 5. Research Limitations and Future Prospects 241
    • Reference 243
    • Appendix 1: Formal Survey Questionnaire Items 251
    • 국문요지 254
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