Computer Game Elements and its Impact on Higher Education

IF 0.7 Q3 ENGINEERING, MULTIDISCIPLINARY
A. Bernik, Damir Vusić, Voravika Wattanasoontorn
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引用次数: 1

Abstract

This review paper analyses authors who used gamified e-learning systems in higher education. Their thoughts, problems and conclusions are accompanied and observed. Positive guidelines are provided for the inclusion of computer game elements in the education system. Review paper includes a comparison of the gamified and traditional education system with an incentive to conduct further research activities. The list of researchers is provided who had experiments on students in the higher education system. Duration of those experiments is shown as well as the number of used game elements for their gamified systems. The list of survey questions for teaching staff (N=98) is provided as well as their thoughts on gamified systems and its use. The conclusions are that it is necessary to pay attention to the visual appearance and environment in which teaching materials are presented and studied.
电脑游戏元素及其对高等教育的影响
这篇综述分析了在高等教育中使用游戏化电子学习系统的作者。他们的想法、问题和结论都是伴随和观察的。为将电脑游戏元素纳入教育系统提供了积极的指导方针。检讨文件包括游戏化和传统教育系统的比较,以鼓励进行进一步的研究活动。提供了在高等教育系统中对学生进行实验的研究人员名单。这些实验的持续时间以及他们的游戏化系统所使用的游戏元素的数量都会被显示出来。提供了针对教学人员的调查问题列表(N=98)以及他们对游戏化系统及其使用的看法。结论是要重视教材呈现和研究的视觉外观和环境。
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
TEHNICKI GLASNIK-TECHNICAL JOURNAL
TEHNICKI GLASNIK-TECHNICAL JOURNAL ENGINEERING, MULTIDISCIPLINARY-
CiteScore
1.50
自引率
8.30%
发文量
85
审稿时长
15 weeks
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