Model Pembelajaran Kolaborasi dengan Gamifikasi: Sebuah Kajian Pustaka

A. L. Maukar, Fitri Marisa, Anik Vega Vitianingsih, Bella Chelsea Berliana, Mucalinda Rupasari
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引用次数: 1

Abstract

Many barriers to attending study sessions at university are removed by online learning which minimizes the financial burden of travel, and transfers, and is not constrained by time or location constraints. Visualization tools can engage students and instructors in an active learning process as they build a spatially semantic view of the knowledge, concepts, and skills students possess and acquire. This study aims to provide a systematic literature review on the use of gamification in online collaborative learning, including the various important components of online collaborative learning that ensure active student participation, important elements of games that facilitate active student participation, and effective gamification approaches to online learning. collaborative learning. student. Systematic Literature Review (SLR) method was used in this study. Starting with determining the topic, then proceeding with collecting, sorting, and analyzing papers related to the topic. Game design on gamification attracts the attention of professionals in the field of education who are still trying to find methods to motivate, engage, persuade, and improve student performance. They have the lowest preference for this element of the game because of the negative feelings and emotions evoked by getting a low rating.
与模拟学习学习模式:库研究
在线学习消除了参加大学学习的许多障碍,最大限度地减少了旅行和转学的经济负担,并且不受时间或地点的限制。可视化工具可以让学生和教师在积极的学习过程中参与进来,因为它们构建了学生拥有和获得的知识、概念和技能的空间语义视图。本研究旨在对游戏化在在线协作学习中的应用进行系统的文献综述,包括确保学生积极参与的在线协作学习的各种重要组成部分,促进学生积极参与的游戏的重要元素,以及有效的在线学习游戏化方法。协作学习。学生。本研究采用系统文献综述(SLR)方法。从确定主题开始,然后继续收集、整理和分析与主题相关的论文。游戏化的游戏设计吸引了教育领域专业人士的注意,他们仍在努力寻找激励、参与、说服和提高学生表现的方法。他们对这一游戏元素的偏好最低,因为获得低评级会引发负面情绪。
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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