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Searching for:- Author=Hyungsung Park
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A Grounded Theory Describing the Knowledge Construction through Game Making Activity
Society for Information Technology & Teacher Education International Conference (SITE) 2008:1 , Mar 03, 2008
Society for Information Technology & Teacher Education International Conference (SITE) 2008:1 , Mar 03, 2008
The purpose of this study is to understand the learner's knowledge construction through game making activity without a programming language from an analysis based on the Grounded Theory. The focus here is on developing a context -based, process...
Effect of the activities in the Second Life® as tool for mutual understanding of gender role
Society for Information Technology & Teacher Education International Conference (SITE) 2008:1 , Mar 03, 2008
Society for Information Technology & Teacher Education International Conference (SITE) 2008:1 , Mar 03, 2008
The purpose of this paper is to explore the possibility of the use of virtual reality such as Second Life as a tool for mutual understandings of gender roles within an educational context. In the concrete, virtual worlds provide valuable assets, as...
Potential contemplation of virtual reality such as the Second Life® as tool for recognitions of sex role and improving of spatial ability
Society for Information Technology & Teacher Education International Conference (SITE) 2008:1 , Mar 03, 2008
Society for Information Technology & Teacher Education International Conference (SITE) 2008:1 , Mar 03, 2008
The purpose of this paper is to explore the possibility of the use of virtual reality such as Second Life as a tool for mutual understandings of gender roles and increasing the player's spatial abilities within an educational context. In the...
Second Life for Education
Society for Information Technology & Teacher Education International Conference (SITE) 2008:1 , Mar 03, 2008
Society for Information Technology & Teacher Education International Conference (SITE) 2008:1 , Mar 03, 2008
The purpose of this panel is to explore the possibility of the use of virtual reality such as Second Life by researchers from the US and Korea who are engaged in games and simulation for education. Second Life, as a virtual reality, will be valued...
The effect of learner and game variables on social problem-solving in simulation game
Society for Information Technology & Teacher Education International Conference (SITE) 2009:1 , Mar 02, 2009
Society for Information Technology & Teacher Education International Conference (SITE) 2009:1 , Mar 02, 2009
Simulation games with various characteristics are of good learning environment, which learners exhibit higher-order thinking, creativity, self-directed learning, and other abilities related to learning. The main aim of this paper is to evaluate the...
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