From Gamification to Serious Games: Reinventing Learning Processes

Cirit Mateus De Oro, Daladier Jabba Molinares, Ana María Erazo Coronado, Rodrigo M. Campis Carrillo
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引用次数: 0

Abstract

Virtual games represent one of the most important contemporary possibilities to enhance learning processes in educational environments. There is ample evidence of their applications in teaching cultural aspects, citizenship, science, and the development of critical thinking, among many others. However, despite the scientific support, many questions arise about the effectiveness of gamification in education. Most studies and reviews of empirical studies on gamification indicate that they generally have a positive effect on motivation, concentration, and other cognitive aspects, as well as on interaction and prosocial behavior. However, there are gaps in terms of purposes and outcomes between gamification and the application of serious games. This is a review aimed at elucidating these differences, to argue for the reinvention of educational processes.
从游戏化到严肃游戏:重塑学习过程
虚拟游戏代表了在教育环境中加强学习过程的最重要的当代可能性之一。有充分的证据表明,它们在文化、公民、科学和批判性思维发展等方面的教学中都有应用。然而,尽管有科学的支持,关于游戏化在教育中的有效性出现了许多问题。大多数关于游戏化的实证研究表明,游戏化通常对动机、注意力和其他认知方面以及互动和亲社会行为都有积极影响。然而,游戏化和严肃游戏的应用在目的和结果上存在差距。这是一篇旨在阐明这些差异的综述,以支持教育过程的重塑。
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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