Gamification and serious games methodologies in education

Imelda Zadeja, Jozef Bushati
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Abstract

Gamification as a concept was defined for the first time two decades ago, as the use of game elements in a non-game context. Specific game elements like points, challenges, badges and leaderboard are incorporated in the learning process in order to increase motivation, engagement, and satisfaction to students. On the other hand, serious games are interactive video games that have a defined purpose of learning and practicing skills rather than entertainment. Serious games aim to improve problem solving skills, critical thinking and learn specific knowledge through playing video games that are software that have specific learning oriented purpose. The first purpose of this paper is to compare and contrast different aspects of gamification and serious games in the education domain, in order to identify appropriate applicable environments for these two approaches. Another purpose is to identify models and frameworks to apply gamification and serious games that are more effective to increase motivation and engagement to students. The final purpose is to identify in which courses these approaches are more applicable and help to improve the learning process by increasing creativity, motivation, engagement and problem solving skills. Methodology of this research is realized by analyzing different research papers in conferences proceedings and journals in the last two decades for concepts of game based learning, gamification in education and serious games evolved over the years. Also questionnaires are conducted for academic staff of Albania universities to measure perception and identify challenges and strategies of incorporating these approaches in the learning process. We conducted qualitative and quantitative research analysis in order to achieve results to fulfill the purposes of this research in all the aspects. This research represents conclusions and recommendation related approaches to evolve gamification and serious games methodologies in the education system in Albania. The paper aims to suggest practices and some of the most appropriate and effective models to apply gamification and serious games during the learning process.
教育中的游戏化和严肃游戏方法论
游戏化作为一个概念在20年前首次被定义为在非游戏环境中使用游戏元素。在学习过程中融入积分、挑战、徽章和排行榜等特定游戏元素,以提高学生的学习动机、参与度和满意度。另一方面,严肃游戏是具有学习和练习技能而非娱乐目的的互动电子游戏。严肃游戏的目标是通过玩电子游戏来提高解决问题的能力、批判性思维和学习特定的知识,这些游戏是具有特定学习目的的软件。本文的第一个目的是比较和对比游戏化和严肃游戏在教育领域的不同方面,以便为这两种方法确定合适的适用环境。另一个目的是确定应用游戏化和严肃游戏的模型和框架,以更有效地提高学生的积极性和参与度。最终目的是确定哪些课程更适用于这些方法,并通过提高创造力、动机、参与度和解决问题的能力来帮助改善学习过程。本研究的方法论是通过分析过去二十年来会议论文集和期刊上的不同研究论文来实现的,这些论文涉及基于游戏的学习、教育中的游戏化和多年来发展起来的严肃游戏的概念。此外,还对阿尔巴尼亚大学的学术人员进行了问卷调查,以衡量他们的看法,并确定将这些方法纳入学习过程的挑战和战略。我们进行了定性和定量的研究分析,以便在各个方面取得成果,以实现本研究的目的。这项研究代表了结论和建议相关的方法,以发展游戏化和严肃的游戏方法在阿尔巴尼亚的教育系统。本文旨在建议在学习过程中应用游戏化和严肃游戏的实践和一些最合适和有效的模式。
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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