Trends and gaps in empirical research on gamification in science education: A systematic review of the literature

IF 2.4 Q1 EDUCATION & EDUCATIONAL RESEARCH
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引用次数: 1

Abstract

Digital technology development has led to the creation of various learning options in the science education field. Technology such as gamification has been used in several science areas, uncovering diverse benefits regarding its usage. However, more research is needed to understand how gamification enhances students learning in science fields. Therefore, this study review presented an overview of gamification usage in the science education field literature and focused on research indexed in several international databases. 31 studies were included for review. The results showed that most of the studies presented positive outcomes as gamification proved to be effective with science education students. The study also indicated that most gamification studies were mostly used to enhance students’ learning skills in science education. The results of this study provide valuable data regarding technology techniques to enhance students’ skills in science education. Further research is needed to cover areas that are not widely investigated in gamification literature.
科学教育游戏化实证研究的趋势与差距:文献系统综述
数字技术的发展导致在科学教育领域创造了各种学习选择。游戏化等技术已被应用于多个科学领域,揭示了其使用的各种好处。然而,还需要更多的研究来了解游戏化如何提高学生在科学领域的学习。因此,本研究综述了科学教育领域文献中游戏化的使用情况,并重点关注了几个国际数据库中的研究索引。纳入31项研究进行审查。结果表明,大多数研究都呈现出积极的结果,因为游戏化被证明对科学教育学生有效。研究还表明,大多数游戏化研究大多用于提高学生在科学教育中的学习技能。这项研究的结果为提高学生在科学教育中的技能提供了有价值的技术数据。需要进一步的研究来覆盖游戏化文献中没有广泛调查的领域。
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
Contemporary Educational Technology
Contemporary Educational Technology Social Sciences-Education
CiteScore
6.20
自引率
0.00%
发文量
55
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