Approaches and game elements used to tailor digital gamification for learning: A systematic literature review

IF 8.9 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Yujia Hong , Nadira Saab , Wilfried Admiraal
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引用次数: 0

Abstract

The systematic review examined research on tailored digital gamification for learning based on 43 peer-reviewed articles published between 2013 and 2022. The study aimed to investigate tailored approaches and game elements, contributing to the use of tailored digital gamification in educational settings. The tailored approaches were categorized as personalization, adaptation, and recommendation, with user modeling as their basis. Five clusters of game elements were employed when using these tailored approaches in digital gamified classes. The findings imply that most of the articles in this review were still in the stage of class preparation and focused on what information can be used to tailor. More empirical studies need to be conducted to examine the motivating effects of tailored digital gamifying classes, using the approaches of personalization, adaptation, and recommendation. Additionally, twenty-three game elements were found in this review study, among which reward was the most often used. Then these game elements were grouped into five clusters based on their functions, that is, performance, personal, social, ecological, and fictional cluster. A variety of game element clusters reflect multiple aspects of gamification. The use of them in each tailored approach might contribute to a better understanding and selection of game elements when tailoring digital gamification. These findings provide a holistic picture of common approaches and related game elements in tailored digital gamifying classes. Teachers and curriculum designers can benefit from this study by considering appropriate approaches and game elements.

为学习量身定制数字游戏化的方法和游戏元素:系统性文献综述
该系统性综述基于2013年至2022年间发表的43篇经同行评审的文章,考察了有关量身定制的数字游戏化学习的研究。研究旨在调查量身定制的方法和游戏元素,以促进量身定制的数字游戏化在教育环境中的应用。量身定制的方法分为个性化、适应性和推荐,并以用户建模为基础。在数字游戏化课堂中使用这些定制方法时,采用了五组游戏元素。研究结果表明,本次综述中的大多数文章仍处于备课阶段,重点关注哪些信息可用于定制。还需要开展更多的实证研究,利用个性化、适应性和推荐等方法来考察定制化数字游戏化课堂的激励效果。此外,本综述研究还发现了 23 个游戏元素,其中奖励是最常用的。然后,根据这些游戏元素的功能,将其分为五个群组,即表现群组、个人群组、社会群组、生态群组和虚构群组。各种游戏元素集群反映了游戏化的多个方面。在每一种量身定制的方法中使用它们,可能有助于在定制数字游戏化时更好地理解和选择游戏元素。这些研究结果提供了量身定制的数字游戏化课程中常见方法和相关游戏元素的整体图景。教师和课程设计者可以从这项研究中获益,考虑适当的方法和游戏元素。
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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来源期刊
Computers & Education
Computers & Education 工程技术-计算机:跨学科应用
CiteScore
27.10
自引率
5.80%
发文量
204
审稿时长
42 days
期刊介绍: Computers & Education seeks to advance understanding of how digital technology can improve education by publishing high-quality research that expands both theory and practice. The journal welcomes research papers exploring the pedagogical applications of digital technology, with a focus broad enough to appeal to the wider education community.
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