Disruptive Timetables and Frameworks Within the Gamification of Critique and Peer Review

IF 1.1 4区 教育学 0 ART
Justin B. Makemson
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引用次数: 0

Abstract

Researchers define gamification as the phenomenon of creating “gameful experiences” and the use of “game mechanics” in non-gaming contexts (Deterding et al. 2011; Hamari et al. 2014). Gamification within education is the translation of design elements historically associated with gaming, e.g., embodiment, restructured timetables, probability, risk and reward, into the design of pedagogical approaches towards the goal of increasing student motivation, responsiveness and self-determination. The following article examines the gamification of critiques and peer-reviews as an evidence-based best practice and disruptive innovation before outlining examples of critique games. The critique games in this article disrupt instinctive response frameworks and timetables and provide alternatives to more conventional critique and peer-review practices.

评论和同行评审游戏化中的颠覆性时间表和框架
研究人员将游戏化定义为在非游戏环境中创造 "游戏体验 "和使用 "游戏机制 "的现象(Deterding 等人,2011 年;Hamari 等人,2014 年)。教育领域的游戏化是将历史上与游戏相关的设计元素,如体现、重组时间表、概率、风险和回报等,转化为教学方法的设计,以达到提高学生积极性、反应能力和自决能力的目标。下面这篇文章在概述批判游戏的实例之前,探讨了批判和同行评议游戏化这一基于证据的最佳实践和颠覆性创新。本文中的批改游戏打破了本能反应的框架和时间表,为更传统的批改和同行评议实践提供了替代方案。
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
CiteScore
2.90
自引率
9.10%
发文量
47
期刊介绍: The International Journal of Art & Design Education (iJADE) provides an international forum for research in the field of the art and creative education. It is the primary source for the dissemination of independently refereed articles about the visual arts, creativity, crafts, design, and art history, in all aspects, phases and types of education contexts and learning situations. The journal welcomes articles from a wide range of theoretical and methodological approaches to research, and encourages submissions from the broader fields of education and the arts that are concerned with learning through art and creative education.
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