A Meta-Synthesis On The Application Of Gamification In The Higher Education Co-Curricular Environment

IF 1.2 Q2 EDUCATION & EDUCATIONAL RESEARCH
Laura Mammone, Nancy Maynes
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引用次数: 0

Abstract

This study sought to examine the existing research on gamification to see whether or not there was the potential for application in the higher education co-curricular environment. This study also aimed to explore the current best practices of gamification in order to define a consistent structure to create a gamified initiative. This meta-synthesis concluded that, due to the lack of consistent gamification structures and the large range of game mechanics and dynamics being utilized in various studies, it is difficult to determine whether gamification has been successful or not in the current educational climates where it has been tested. Through the creation of a recommended structure of gamification to be applied in a volunteer co-curricular environment, future testing can be applied to validate approaches.
游戏化在高等教育课程环境中的应用
本研究旨在检视现有关于游戏化的研究,以了解游戏化在高等教育课程环境中是否有应用的潜力。本研究还旨在探索当前游戏化的最佳实践,以定义一致的结构来创建游戏化计划。这一综合研究得出的结论是,由于缺乏一致的游戏化结构,以及各种研究中使用的大量游戏机制和动态,很难确定游戏化在当前的教育环境中是否成功。通过创建一个推荐的游戏化结构,应用于志愿者的课外环境,未来的测试可以应用于验证方法。
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
2.80
自引率
0.00%
发文量
26
期刊介绍: English Teaching & Learning (ETL) is the first scholarly journal in Taiwan dedicated solely to research on the teaching and learning of English as a second or foreign language. It aims to publish quality papers that contribute to all aspects of the profession, with a particular preference for studies that seek to combine both theory and practice. The journal welcomes submissions on course design, teaching materials, teacher training, teaching methods, language assessment, bilingual education, as well as from the fields of sociolinguistics, psycholinguistics, and other related areas.
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