高等教育中运用游戏化学习的利与弊

A. K. Yousof
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引用次数: 1

摘要

本章介绍了对已发表的关于在高等教育中利用游戏化的作品进行系统分析的结果。该分析揭示了在教育中使用游戏化的积极和挑战。作者调查了在各种教育环境和背景下使用游戏化学习的研究。虽然文献关注的是游戏化的普遍使用,但之前的研究并没有强调在课堂上使用游戏化学习可能产生的其他积极和消极影响。此外,对于游戏玩法元素在促进或阻碍高等教育中游戏化的作用的关注也很少。系统分析的结果表明,高等教育中游戏化的使用与三个主要因素有关:教学法、设计和行为。根据这些因素,讨论了在课堂上使用游戏化的好处和挑战。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Benefits and Disadvantages of Utilizing Gamified Learning in Higher Education
The chapter presents the results of a systematic analysis of published works on utilizing gamification in higher education. The analysis sheds light on the positives and challenges of using gamification in education. The author investigated the studies that tackled the use of gamified learning in various educational environments and contexts. Although the literature has focused on the general use of gamification, previous research did not highlight other positives and negatives that may result from the use of gamified learning in the classroom. In addition, there was minimal focus on the role of gameplay elements in promoting and/or hindering the use of gamification in higher education. Results of this systematic analysis showed that the use of gamification in higher education is associated with three main elements: pedagogy, design, and behavior. Benefits and challenges of utilizing gamification in the classroom are discussed in light of those elements.
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