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게임과 번역학습의 동기부여 상관관계 연구

A Study on Correlation of Gaming and the Motivation of Translation Education

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This paper explores the correlation between gaming of teaching method and the motivation to translate. I used the following seven methods in this study; the first one is, the comparison of spending time on general English study with playing a game. The second one is, the solving methods of vocabularies not known. The third one is, the continuity about vocabularies of memory in mind. And the fourth one is, the application of vocabularies of daily life through game. The fifth one is, the application of vocabularies of through general English class. The sixth one is the comparison of effectiveness about the game with general English class. The seventh one is, the comparison of gaming English with general English and translation. The study results revealed that using gaming did not have any significant effect on college students in both general English and translation classes although it was an influential method when the students were younger. Gaming has thus been found to be ineffective at least for translation and general English education at the college level.

Abstract

This paper explores the correlation between gaming of teaching method and the motivation to translate. I used the following seven methods in this study; the first one is, the comparison of spending time on general English study with playing a game. The second one is, the solving methods of vocabularies not known. The third one is, the continuity about vocabularies of memory in mind. And the fourth one is, the application of vocabularies of daily life through game. The fifth one is, the application of vocabularies of through general English class. The sixth one is the comparison of effectiveness about the game with general English class. The seventh one is, the comparison of gaming English with general English and translation. The study results revealed that using gaming did not have any significant effect on college students in both general English and translation classes although it was an influential method when the students were younger. Gaming has thus been found to be ineffective at least for translation and general English education at the college level.

참고문헌 (18)

  1. 김민정, "게임을 이용한 활동이 독해 시험 성적향상에 미치는 영향 및게임 활동에 대한 학생들의 인식", 석사, pp.2011
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  4. 박태정, "게임 현지화 작업에서의 언어유희 표현 번역 사례", 한국콘텐츠학회 논문지, 13(11), pp.571~578 (2013), 한국콘텐츠학회[DOI]
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  12. 유효현, "학업성취에 대한 관련변인의 예측력분석", 박사, 교육심리, pp.2006
  13. 조래을, "소셜 플랫폼의 재미요소에 관한 연구 - 니콜 라자로의 재미이론 중심", 한국지식정보기술학회 논문지, 12(4), pp.473~482 (2017), 한국지식정보기술학회[DOI]
  14. Johnson, D. W, "Learning together alone: Cooperation, competition, and individualization" (1975), Prentice-Hall
  15. Lazzaro, Nicole, "Why we play games: Four keys to more emotion without story", Game developers Conference (2004)
  16. Richard, J. C., "Longman dictionary of language teaching and applied linguistics" (2002), Longman
  17. Schunk, D. H., "Self-efficacy and academic motivation", Educational Psychologist, 26, pp.207~231 (1991)
  18. Longman Pearson, "Top-notch" (2015), Cambridge University Press

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