A Review of Research on Gamification Approach in Education

Şenay Kocakoyun, Fezile Ozdamli
{"title":"A Review of Research on Gamification Approach in Education","authors":"Şenay Kocakoyun, Fezile Ozdamli","doi":"10.5772/INTECHOPEN.74131","DOIUrl":null,"url":null,"abstract":"Gamification has become the most popular topic of the last few years. Studies in gami - fication area are examined based on certain different criteria in this study and content analysis method was used in order to identify trends in this area. Web of Science were scanned through using gamification as keyword without year restriction. A total number of 313 studies were regarded as appropriate for the aim of the study and examined. It is seen that research in this area have begun in 2011 and increased every year. It is also seen that motivational theories are mostly preferred in the studies conducted in gami - fication area. It was determined that goal-duty, reward and progression sticks are the mostly used components as game components. It is seen that gamification applications are frequently preferred in virtual environment, simulation and augmented reality learn ing environments after mobile environments and in parallel with these, they are also preferred in learning areas such as public, service, food and health. Therefore, identifying different activities which could affect success in online environments, integrating these into education environment and provide these activities with theories appropriate for students’ ages for them not to lose their motivation are essential. ABSTRACT Structured summary 2 Provide a structured summary including, as applicable: background; objectives; data sources; study eligibility criteria, participants, and interventions; study appraisal and synthesis methods; results; limitations; conclusions and implications of key findings; systematic review registration number.","PeriodicalId":231522,"journal":{"name":"Socialization - A Multidimensional Perspective","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2018-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"21","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Socialization - A Multidimensional Perspective","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5772/INTECHOPEN.74131","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 21

Abstract

Gamification has become the most popular topic of the last few years. Studies in gami - fication area are examined based on certain different criteria in this study and content analysis method was used in order to identify trends in this area. Web of Science were scanned through using gamification as keyword without year restriction. A total number of 313 studies were regarded as appropriate for the aim of the study and examined. It is seen that research in this area have begun in 2011 and increased every year. It is also seen that motivational theories are mostly preferred in the studies conducted in gami - fication area. It was determined that goal-duty, reward and progression sticks are the mostly used components as game components. It is seen that gamification applications are frequently preferred in virtual environment, simulation and augmented reality learn ing environments after mobile environments and in parallel with these, they are also preferred in learning areas such as public, service, food and health. Therefore, identifying different activities which could affect success in online environments, integrating these into education environment and provide these activities with theories appropriate for students’ ages for them not to lose their motivation are essential. ABSTRACT Structured summary 2 Provide a structured summary including, as applicable: background; objectives; data sources; study eligibility criteria, participants, and interventions; study appraisal and synthesis methods; results; limitations; conclusions and implications of key findings; systematic review registration number.
游戏化教育方法研究述评
游戏化已经成为过去几年最热门的话题。在本研究中,基于某些不同的标准对游戏化领域的研究进行了审查,并使用内容分析方法来确定该领域的趋势。以“游戏化”为关键词对Web of Science进行扫描,不受年份限制。总共有313项研究被认为符合本研究的目的,并进行了审查。可以看到,这方面的研究从2011年开始,每年都在增加。在游戏化领域的研究中,动机理论也被广泛采用。目标任务、奖励和进程棒是最常用的游戏组件。可以看出,在移动环境之后,游戏化应用在虚拟环境、模拟和增强现实学习环境中经常受到青睐,与此同时,在公共、服务、食品和健康等学习领域也受到青睐。因此,识别在网络环境中可能影响成功的不同活动,将其融入教育环境,并为这些活动提供适合学生年龄的理论,使他们不失去动力是至关重要的。提供一个结构化的摘要,如适用,包括:背景;目标;数据来源;研究资格标准、参与者和干预措施;研究评价与综合方法;结果;限制;主要发现的结论和影响;系统评审注册号。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信