游戏化技术在促进学生学习中的作用:综述与综合

Islam Alomari, H. Al-Samarraie, Reem Yousef
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引用次数: 59

摘要

目的/目的:本研究回顾了以往关于游戏化技术在促进学生学习中的作用的研究。背景:许多学者对游戏化对学生学习的促进作用进行了实证研究。迄今为止,关于游戏化有效性的结果好坏参半,研究人员经常认为某些技术的不恰当可能导致这些结果好坏参半。方法:采用系统评价和荟萃分析首选报告项目(PRISMA)协议来评估本综述所需的标准。共有40项研究被确定并纳入系统评价。在本研究中,选定的研究被用来评估某些游戏化技术与学生学习之间的关系。研究结果表明,游戏化技术对学生学习的影响是不同的。此外,在学生参与游戏化学习任务之前,指导他们如何应用游戏化方法是很重要的。还讨论了与使用游戏化技术有关的主要挑战。对从业者的建议:本综述可以帮助教育决策者和从业者在特定游戏化技术的帮助下激发学生的某些学习成果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Role of Gamification Techniques in Promoting Student Learning: A Review and Synthesis
Aim/Purpose: This study reviewed previous research on the role of gamification techniques in promoting students’ learning. Background: The role of gamification in promoting students’ learning has been investigated empirically by many scholars. To date, mixed results about the effectiveness of gamification have been reported, and researchers frequently argue that the inappropriateness of certain techniques may have contributed to these mixed findings. Methodology: The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) protocol was used to assess the criteria required for this review. A total of 40 studies were identified and included in the systematic review. The selected studies were used to assess the association between certain gamification techniques and students’ learning in this study. Findings: The results showed that gamification techniques differently affect students’ learning. In addition, it is important for students to be instructed about the application of gamification approach before they engage in a gamified learning task. The key challenges relating to the use of gamification techniques were also discussed. Recommendations for Practitioners: This review can help educational decision makers and practitioners to stimulate certain learning outcomes of the students with the help of specific gamification techniques.
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