Gamification of e-learning in higher education: a systematic literature review.

IF 12.1 Q1 EDUCATION & EDUCATIONAL RESEARCH
Smart Learning Environments Pub Date : 2023-01-01 Epub Date: 2023-01-31 DOI:10.1186/s40561-023-00227-z
Amina Khaldi, Rokia Bouzidi, Fahima Nader
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引用次数: 0

Abstract

In recent years, university teaching methods have evolved and almost all higher education institutions use e-learning platforms to deliver courses and learning activities. However, these digital learning environments present significant dropout and low completion rates. This is primarily due to the lack of student motivation and engagement. Gamification which can be defined as the application of game design elements in non-game activities has been used to address the issue of learner distraction and stimulate students' involvement in the course. However, choosing the right combination of game elements remains a challenge for gamification designers and practitioners due to the lack of proven design approaches, and there is no one-size-fits-all approach that works regardless of the gamification context. Therefore, our study focused on providing a comprehensive overview of the current state of gamification in online learning in higher education that can serve as a resource for gamification practitioners when designing gamified systems. In this paper, we aimed to systematically explore the different game elements and gamification theory that have been used in empirical studies; establish different ways in which these game elements have been combined and provide a review of the state-of-the-art of approaches proposed in the literature for gamifying e-learning systems in higher education. A systematic search of databases was conducted to select articles related to gamification in digital higher education for this review, namely, Scopus and Google Scholar databases. We included studies that consider the definition of gamification as the application of game design elements in non-game activities, designed for online higher education. We excluded papers that use the term of gamification to refer to game-based learning, serious games, games, video games, and those that consider face-to-face learning environments. We found that PBL elements (points, badges, and leaderboards), levels, and feedback and are the most commonly used elements for gamifying e-learning systems in higher education. We also observed the increasing use of deeper elements like challenges and storytelling. Furthermore, we noticed that of 39 primary studies, only nine studies were underpinned by motivational theories, and only two other studies used theoretical gamification frameworks proposed in the literature to build their e-learning systems. Finally, our classification of gamification approaches reveals the trend towards customization and personalization in gamification and highlights the lack of studies on content gamification compared to structural gamification.

Abstract Image

Abstract Image

高等教育中电子学习的游戏化:系统文献综述
近年来,大学的教学方法发生了变化,几乎所有的高等教育机构都使用电子学习平台来提供课程和学习活动。然而,这些数字化学习环境呈现出严重的辍学率和较低的完成率。这主要是由于学生缺乏积极性和参与度。游戏化可以定义为在非游戏活动中应用游戏设计元素,它被用来解决学习者分心的问题,并刺激学生参与课程。然而,对于游戏化设计师和实践者来说,选择游戏元素的正确组合仍然是一个挑战,因为缺乏经过验证的设计方法,而且没有一种方法可以在任何游戏化环境下都适用。因此,我们的研究重点是提供高等教育在线学习中游戏化现状的全面概述,这可以作为游戏化从业者在设计游戏化系统时的资源。在本文中,我们旨在系统地探讨不同的游戏元素和游戏化理论已被用于实证研究;建立这些游戏元素组合的不同方式,并对高等教育中游戏化电子学习系统的文献中提出的最新方法进行回顾。系统检索数据库,选择与数字化高等教育游戏化相关的文章,即Scopus和谷歌Scholar数据库。我们纳入了将游戏化定义为游戏设计元素在非游戏活动中的应用的研究,这些活动是为在线高等教育设计的。我们排除了使用“游戏化”一词来指代基于游戏的学习、严肃游戏、游戏、视频游戏和那些考虑面对面学习环境的论文。我们发现PBL元素(分数、徽章和排行榜)、关卡和反馈是高等教育电子学习系统游戏化最常用的元素。我们还发现游戏中越来越多地使用了挑战和故事等更深层的元素。此外,我们注意到,在39项主要研究中,只有9项研究以动机理论为基础,另外只有两项研究使用了文献中提出的理论游戏化框架来构建他们的电子学习系统。最后,我们对游戏化方法的分类揭示了游戏化中定制化和个性化的趋势,并强调了与结构游戏化相比,内容游戏化研究的缺失。
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
Smart Learning Environments
Smart Learning Environments Social Sciences-Education
CiteScore
13.20
自引率
2.10%
发文量
29
审稿时长
19 weeks
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