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Exploring of trends and understanding to apply Serious Games for education and training

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Academic year: 2021

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게임 컨텐츠, 산업, 마케팅

Serious Games 활용을 위한 이해와 동향

박형성 한국교원대학교 [email protected]

Hyungsung Park

Dept. of Educational Technology. Korea National University of Education

요 약

ABSTRACT

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[그림 1] ClassroomSim

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[그림 2] Peace Maker

[그림 3] Political Machine

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[그림 4] Virtual Leader

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[그림 5] 게임 활용 학습 모형

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수치

[그림  5]  게임  활용  학습  모형

참조

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