참고문헌
- S. Harter. (1981). A new self-report scale of intrinsic versus extrinsic orientation in the classroom: Motivational and informational components. Developmental Psychology, 17(3), 300-312. DOI : 10.1037 https://doi.org/10.1037//0012-1649.17.3.300
- A. M. Dotterer, S. M. McHale & A. C. Crouter. (2009). The development and correlates of academic interests from childhood through adolescence. Journal of Educational Psychology, 101, 509-519. DOI : 10.1037 https://doi.org/10.1037/a0013987
- KEDI. (2012). Analysis of school education status and level: Comprehensive analysis of elementary, middle, and high schools in 1-3 cycle. Seoul : KEDI.
- S. Sugitani. (2018). Possibility of gamification as a learning tool. Bulletin of Seinan Jogakuin University, 22, 71-79.
- X. Gu & H. S. Lee. (2021). Analysis of User's Continuous Utilization of Social Apps Using the Model of Gamification. Journal of Digital Convergence, 19(1), 315-325. https://doi.org/10.14400/JDC.2021.19.1.315
- B. Burk. (2014). Gamify: How gamification motivates people to do extraordinary things. New York : Bibliomotion Inc. DOI : 10.4324
- G. Zichermann & C. Cunningham. (2011). Gamification by Design: Implememting game mechanics in web and mobile apps. Canada : O'Reilly Media Inc.
- D. Dicheva, C. Dichev, G. Agre & G. Angelova. (2015). Gamification in Education: A Systematic Mapping Study. Educational Technology & Society, 18(3), 75-88. DOI : 10.2307
- S. S. Abrams & S. Walsh. (2014). Gamified vocabulary. Journal of Adolescent & Adult Literacy, 58(1), 49-58. DOI : 10.1002 https://doi.org/10.1002/jaal.315
- T. Fujimoto. (2015). Development and practice of gamified coursework design framework(Paper on educational practice research). Japan Journal of Educational Technology, 38(4), 351-361. DOI : 10.15077
- M. S. Kim. (2020). Development of Gamification Add-on Prototype for Elementary School Science Digital Textbook. Doctoral dissertation. The Graduate School of Pusan National University, Pusan.
- Y. S. Jun. (2016). The effect of the gamification factor applied lessons on academic interest and academic self-efficacy: Focused on the high school technology Class. Master's thesis. Korea National University of Education, Cheongju.
- J. J. Lee & J. Hammer. (2011). Gamificatiom in Education: What, How, Why Bother? Academic Exchange Quarterly, 15(2), 146-151.
- Y. Y. Jang. (2017). The Effects of intervention using Gamification-based Reading instruction application on Word Recognition Ability of Children with Reading Difficulties. Master's thesis. The Graduate School of Ewha Womans University. Seoul.
- J. T. Kim et al. (2014). Gamification plays the world. Hongneung Publishing Company. Seoul.
- S. Hidi. (1990). Interest and its contribution as a mental resource for learning. Review of Educational Research, 60(4), 549-571. DOI : 10.3102 https://doi.org/10.3102/00346543060004549
- M. Ainley, S. Hidi & D. Berndorff. (2002). Interest, learning, and the psychological processes that mediate their relationship. Journal of Educational Psychology, 94, 545-561. DOI : 10.1037 https://doi.org/10.1037/0022-0663.94.3.545
- J. I. Rotgans & H. G. Schmidt. (2011). Situational interest and academic achievement in the active-learning classroom. Learning and Instruction, 21, 58-67. DOI : 10.1016 https://doi.org/10.1016/j.learninstruc.2009.11.001
- J. M. Harackiewicz, A. M. Durik, K. E. Barron, L. Linnenbrink-Garcia & J. M. Tauer. (2008). The role of achievement goals in the development of interest: Reciprocal relations between achievement goals, interest, and performance. Journal of Educational Psychology, 100, 105-122. DOI : 10.1037 https://doi.org/10.1037/0022-0663.100.1.105
- S. Hidi & M. Ainley. (2008). Interest and self-regulation: Relationships between two variables that influence learning. New Jersey : Lawrence Erlbaum Associates, Inc.
- W. Lee, M. J. Lee & M. Bong. (2014). Testing interest and self-efficacy as predictors of academic self-regulation and achievement. Contemporary Educational Psychology. 39(2), 86-99. DOI : 10.1016 https://doi.org/10.1016/j.cedpsych.2014.02.002
- S. M. Fulmer & J. C. Frijters. (2011). Motivation during an excessively challenging reading task: The buffering role of relative topic interest. The Journal of Experimental Education, 79, 185-208. DOI : 10.1080 https://doi.org/10.1080/00220973.2010.481503
- E. Tanaka & S. Ichikawa. (2019). How can we capture the development of interest?: Review and integration of previous research using a three-element model. Japanese psychological review, 60(3), 203-215. DOI : 10.24602
- A. Krapp, S. Hidi & K. A. Renninger. (1992). Interest, learning, and development. New Jersey : Lawrence Erlbaum Associates, Inc.
- K. Rathunde & M. Csikszentmihalyi. (1993). Undivided interest and the growth of talent: A longitudinal study of adolescents. Journal of Youth and Adolescence, 22, 385-405. DOI : 10.1007 https://doi.org/10.1007/BF01537720
- M. S. Yoon. (2003). Effects of thinking styles on academic achievement with the mediators of academic motivation and subject-specific interests. Doctoral dissertation. The Graduate School of Korea University. Seoul.
- J. H. Kim. (2001). Regression Analysis of Related Variables Affecting High School Students' Academic Achievement. Korean Journal of Educational Research. 39(4). 349-366.
- M. R. Kim. (2006). The influence of peer-teaching group composition types by achievement goals according to compensation presentation and elimination on academic achievement and interest. Master's thesis. The Graduate School of Korea University. Seoul.
- H. K. Choi. (2020). To highlight the aspects of content change(content, choice, enjoyment, connection, reuse) regarding the untouch content revolution in the Corona era. Broadcasting and media magazine, 25(4). 61-72.
- J. Y. Na, Y. I. Park. & H. B. Kim. (2016). A Case study of "Branded Contents" applied Gamification concepts. Journal of Korea Game Society, 16(5), 45-56. https://doi.org/10.7583/JKGS.2016.16.5.45
- J. L. Shang & S. H. Ryu. (2021). Analysis of RPG Characters' Personality Performance. Journal of Digital Convergence, 19(2), 403-408. https://doi.org/10.14400/JDC.2021.19.2.403
- D. L. Lee. (2018). A study on character change of game graphics according to media coverage and diversity of technology. Journal of Digital Convergence, 16(8), 287-292. https://doi.org/10.14400/JDC.2018.16.8.287
- W. S. Choi. (2016). The Proportion of Game Character and Game Image. Journal of Digital Convergence, 14(12), 165-172. https://doi.org/10.14400/JDC.2016.14.12.165
- C. Araragi. (1992). Self-estim transformation and educational guidance. The Psychology of Self Esteem - The Search for Self Value(compilation). Teem's psychology, Nakanishya Corporation, 200-226. (セルフエスティームの変容と教育指導 遠藤辰雄他(編)). セルフエスティームの心理学 ナカニシヤ).
- Y. Taruki. (1995). Effects of computer use in functional classes Science Education, Science Education, Mathematics Education 456, Meijitosho Shuppan Corporation, 21-28. (数授業でのコンピュータ活用の効果 教育科学 数学教育456 明治図書)
- Y. Taruki, H. Lino. (1994) A Study on Stumbling and Student Interests in Basic Calculation, 49th Kanto Metropolitan Mathematical Education Research Conference thesis collection, 72. (基礎計算におけるつまづきと生徒の興味.関心に関する研究 第49回関東都県数学教育研究大会論文集)
- Y. Fukuyama, Y. Tokonabe & Y. M. (2017). A practice and evaluation of gamification-based digital teaching materials designed for japanese first graders. Journal of Digital Games Research, 9(2), 31-40. DOI : 10.9762 https://doi.org/10.9762/digraj.9.2_31