Gamification as an enabler of quality distant education: The need for guiding ethical principles towards an education for a global society leaving no one behind

A. Tjoa, Flora Poecze
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引用次数: 1

Abstract

Quality distant education has received growing scientific attention in the recent decades, which is accelerated in present times as a result of the COVID-19 pandemic; traditional in-class teaching methods needed a rapid transformation to be effective in a distant educational context as well, to reduce the existing and deepening digital divide. Convinced by the "FAIR-principles" and the "CARE" Standard, the present paper searches for gamified applicational examples in forecasting and business studies. Through the discussion of the presently existing literature reviews in this domain, the article sheds light upon the development and current scientific standing of this research area. During the search for ethical implications, the present paper aims to formulate future considerations, believing in the idea that gamification, holding the possibility of successful individual outcomes for learners in knowledge acquisition and also in the form of psychological benefits, could serve as a tool for humanity to reach a global society where no one is left behind.
游戏化作为高质量远程教育的推动者:指导全球社会教育的道德原则的必要性,不让任何人掉队
近几十年来,优质远程教育受到了越来越多的科学关注,目前由于COVID-19大流行,这种关注得到了加速;传统的课堂教学方法也需要快速转变,以便在远程教育环境中有效,以减少现有的和不断加深的数字鸿沟。在“公平原则”和“关心”标准的指导下,本文在预测和商业研究中寻找游戏化的应用实例。本文通过对该领域现有文献综述的讨论,揭示了该研究领域的发展现状和科学地位。在寻找伦理影响的过程中,本文旨在制定未来的考虑,相信游戏化,在知识获取方面为学习者提供成功的个人结果的可能性,也以心理利益的形式,可以作为人类达到一个没有人掉队的全球社会的工具。
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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