{"title":"高等教育中的游戏化教学方法:范围回顾","authors":"Z. Mokhtari, G. Salimi, A. Safavi","doi":"10.1109/ICELET202153025.2021.9712605","DOIUrl":null,"url":null,"abstract":"Gamification is a concept that is used in various fields, especially teaching and learning. This can contribute to increasing participation, motivation, enjoyment, academic performance, and the transfer of knowledge to learners. Higher education has a substantial role in motivating students by applying this concept to educational goals. This study investigates the gamification concepts as an educational resource, a motivation strategy, a solution to improve the professional knowledge and skills, a novel method for organizing teaching-learning, a platform, an innovative method in the learning processes, a learning scenario, an assessment tool, a pedagogical/didactic approach, and an application to higher education studies. Furthermore, this paper explores gamification reviews in education. Then the teaching-learning approaches which are used in the higher education context are identified. At the first step, a scoping review is carried out through 56 articles. At the second step, various learning approaches and strategies are highlighted.","PeriodicalId":167007,"journal":{"name":"2021 14th National and 8th International Conference on e-Learning and e-Teaching (ICELET)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-03-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Gamified Teaching-Learning Approaches in Higher Education: A scoping review\",\"authors\":\"Z. Mokhtari, G. Salimi, A. Safavi\",\"doi\":\"10.1109/ICELET202153025.2021.9712605\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Gamification is a concept that is used in various fields, especially teaching and learning. This can contribute to increasing participation, motivation, enjoyment, academic performance, and the transfer of knowledge to learners. Higher education has a substantial role in motivating students by applying this concept to educational goals. This study investigates the gamification concepts as an educational resource, a motivation strategy, a solution to improve the professional knowledge and skills, a novel method for organizing teaching-learning, a platform, an innovative method in the learning processes, a learning scenario, an assessment tool, a pedagogical/didactic approach, and an application to higher education studies. Furthermore, this paper explores gamification reviews in education. Then the teaching-learning approaches which are used in the higher education context are identified. At the first step, a scoping review is carried out through 56 articles. At the second step, various learning approaches and strategies are highlighted.\",\"PeriodicalId\":167007,\"journal\":{\"name\":\"2021 14th National and 8th International Conference on e-Learning and e-Teaching (ICELET)\",\"volume\":\"5 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-03-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2021 14th National and 8th International Conference on e-Learning and e-Teaching (ICELET)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICELET202153025.2021.9712605\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 14th National and 8th International Conference on e-Learning and e-Teaching (ICELET)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICELET202153025.2021.9712605","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Gamified Teaching-Learning Approaches in Higher Education: A scoping review
Gamification is a concept that is used in various fields, especially teaching and learning. This can contribute to increasing participation, motivation, enjoyment, academic performance, and the transfer of knowledge to learners. Higher education has a substantial role in motivating students by applying this concept to educational goals. This study investigates the gamification concepts as an educational resource, a motivation strategy, a solution to improve the professional knowledge and skills, a novel method for organizing teaching-learning, a platform, an innovative method in the learning processes, a learning scenario, an assessment tool, a pedagogical/didactic approach, and an application to higher education studies. Furthermore, this paper explores gamification reviews in education. Then the teaching-learning approaches which are used in the higher education context are identified. At the first step, a scoping review is carried out through 56 articles. At the second step, various learning approaches and strategies are highlighted.