Gamified Teaching-Learning Approaches in Higher Education: A scoping review

Z. Mokhtari, G. Salimi, A. Safavi
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引用次数: 1

Abstract

Gamification is a concept that is used in various fields, especially teaching and learning. This can contribute to increasing participation, motivation, enjoyment, academic performance, and the transfer of knowledge to learners. Higher education has a substantial role in motivating students by applying this concept to educational goals. This study investigates the gamification concepts as an educational resource, a motivation strategy, a solution to improve the professional knowledge and skills, a novel method for organizing teaching-learning, a platform, an innovative method in the learning processes, a learning scenario, an assessment tool, a pedagogical/didactic approach, and an application to higher education studies. Furthermore, this paper explores gamification reviews in education. Then the teaching-learning approaches which are used in the higher education context are identified. At the first step, a scoping review is carried out through 56 articles. At the second step, various learning approaches and strategies are highlighted.
高等教育中的游戏化教学方法:范围回顾
游戏化是一个应用于各个领域的概念,尤其是教学和学习。这有助于提高学生的参与度、积极性、学习乐趣、学习成绩以及向学习者传授知识。通过将这一概念应用于教育目标,高等教育在激励学生方面发挥了重要作用。本研究探讨了游戏化概念作为一种教育资源、一种激励策略、一种提高专业知识和技能的解决方案、一种组织教与学的新方法、一种平台、一种学习过程中的创新方法、一种学习场景、一种评估工具、一种教学/教学方法以及在高等教育研究中的应用。此外,本文还探讨了教育中的游戏化评论。然后确定了在高等教育背景下使用的教学方法。第一步,对56篇文章进行范围审查。第二步,强调各种学习方法和策略。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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