On the Pre-Perception of Gamification and Game-Based Learning in Higher Education Students: A Systematic Mapping Study

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
John Henry, Fujia Li, Sylvester Arnab
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引用次数: 0

Abstract

BackgroundThe fields of gamification and game-based learning are growing and changing quickly, with researchers investigating the use of gamification in education using various methods and in numerous case studies, however, no research investigates the significance pre-perception of higher education students has in gamification, game-based learning, and serious games studies.ObjectiveWe perform a systematic mapping to identify the gaps in our understanding on the effects of pre-perception in gamification, focusing on the under-researched area of gamification and game-based learning applications for higher education.ResultsWe present three main findings: (1) Current research on the effects of higher education’s students' pre-perception of gamification and game-based learning are limited. (2) The limited available research indicates perception towards gamification and game-based learning in participants may impact on the effectiveness of game-based solutions, but more research is required to better understand the relationship. (3) A significant body of new research work is required to examine how student perception can affect the effectiveness of gamification and game-based learning solutions in higher education.ConclusionOur understanding of the effect pre-perception may have on the results reported by research on gamification applications for higher education is limited. We encourage more, non-empirical research, to be conducted around pre-perception, and more research that considers gamification and game-based learning applications for higher education.
关于高校学生对游戏化和游戏式学习的前认知:系统绘图研究
背景游戏化和基于游戏的学习领域正在迅速发展和变化,研究者们使用各种方法和大量案例研究了游戏化在教育中的应用,然而,还没有研究调查高等教育学生的前认知在游戏化、基于游戏的学习和严肃游戏研究中的意义。结果我们得出了三个主要发现:(1)目前关于高校学生对游戏化和游戏化学习的前认知影响的研究非常有限。(2)有限的现有研究表明,参与者对游戏化和游戏化学习的认知可能会影响游戏化解决方案的效果,但还需要更多的研究来更好地理解两者之间的关系。(3) 需要大量新的研究工作来探讨学生的认知如何影响高等教育游戏化和基于游戏的学习方案的有效性。 结论我们对高等教育游戏化应用研究报告结果的前认知可能产生的影响的理解是有限的。我们鼓励围绕前认知开展更多的非实证研究,以及更多考虑高等教育游戏化和基于游戏的学习应用的研究。
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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