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dc.contributor.author고은영-
dc.date.accessioned2023-08-21T05:59:15Z-
dc.date.available2023-08-21T05:59:15Z-
dc.date.issued2012-12-
dc.identifier.citation한국애니메이션학회 학술대회지, Page. 40-41-
dc.identifier.urihttps://www.dbpia.co.kr/journal/articleDetail?nodeId=NODE02068454en_US
dc.identifier.urihttps://repository.hanyang.ac.kr/handle/20.500.11754/185429-
dc.languageko-
dc.publisher한국애니메이션학회-
dc.subject놀이-
dc.subject어린이-
dc.subject에듀테인먼트-
dc.subject디지털-
dc.title놀이유형에 따른 디지털 에듀테인먼트 콘텐츠 사례 연구- 스마트 패드 기반의 어린이 창의놀이 콘텐츠 중심으로-
dc.title.alternativeA Case Study for Digital Edutainment Contents based on the Type of Play-
dc.typeArticle-
dc.relation.page40-41-
dc.relation.journal한국애니메이션학회 학술대회지-
dc.contributor.googleauthor최양희-
dc.contributor.googleauthor고은영-
dc.sector.campusE-
dc.sector.daehak디자인대학-
dc.sector.department영상디자인학과-
dc.identifier.pidyoung6197-
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