SRL-O and gamification–the connection between the two elements in online learning platforms supporting learning goals

Julia Pausch
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引用次数: 1

Abstract

Showing content in online platforms is a wide topic and the possibilities for representing content seem to be endless. This paper discusses the incorporation of learners’ goals into content in online learning platforms, with the focus on gamification as the content representation method. In fact, the aim of this study was to explore how learning goals in an online self-regulated learning environment match with gamification as an online representation possibility. Thus, the terms gamification, self-regulated learning and learning goals as presented in different studies are analyzed and introduced in this work. The method used in this paper was a qualitative and quantitative semi-systematic literature research method. The results show how gamification and self-regulated learning go together and which key elements are used in gamification. The findings confirm that gamification supports learners’ goals in self-regulated learning during the following phases: performance, forethought and self-reflection.
SRL-O和游戏化——在线学习平台中支持学习目标的两个要素之间的联系
在网络平台上展示内容是一个广泛的话题,表现内容的可能性似乎是无穷无尽的。本文探讨了在线学习平台将学习者的目标融入到内容中,重点讨论了游戏化作为内容表示方法。事实上,本研究的目的是探讨在线自我调节学习环境中的学习目标如何与游戏化作为一种在线表征可能性相匹配。因此,本文对不同研究中出现的术语“游戏化”、“自我调节学习”和“学习目标”进行了分析和介绍。本文采用定性与定量相结合的半系统文献研究法。结果显示了游戏化和自我调节学习是如何结合在一起的,以及在游戏化中使用了哪些关键元素。研究结果证实,游戏化支持学习者在以下阶段实现自我调节学习的目标:表现、预见和自我反思。
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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