곽소정(Sojung Kwak), 길태숙(Taesul Kihl). (2013). 한국컴퓨터게임학회 논문지. 제 26권 제 1호. pp 137 – 146. 1976-6513. 한국컴퓨터게임학회
Music Class, Positive Affect, Creative, Edutainment, Serious Game
This study is for analysis in words and pictures of students who are educated about music appreciation with smart devices. 109 male and female students at G-elementary school in Gyeonggi-do has been tested. There are two classes. One is Game Class these students has played music game, and the other is Listening Class these students has just listened the music. The words and pictures of two class students after their own class are compared. The students of Game Class has expressed creatively. In case of the pictures about “Symphonie No. 9 ‘Z nového svĕta’ Op. 95”, most students of Listening Class draw only sharks because of the music used at CF of the shark model ice-cream, but most students of Game Class draw a lot of types: battles, musical instruments, landscapes, etc… As a result, creative expression is expected to the students who are educated with smart devices in regular school classes.