C. O. Loyola, L. R. De Luna, M. Diloy, Vincent S. Rivera
{"title":"系统映射:灵活学习模式下基础数学教学的游戏化教育工具研究","authors":"C. O. Loyola, L. R. De Luna, M. Diloy, Vincent S. Rivera","doi":"10.1145/3568739.3568750","DOIUrl":null,"url":null,"abstract":"Along with various strategies available in Flexible Learning Option (FLO), the use of gamification tools attracted the interest of teachers to improve the students' performance while learning the subject. However, there are a lot of gamification formats that were utilized by the teachers to motivate and encourage their students. Still, lack of study about the importance of gamified elements especially in teaching basic mathematics in FLO. As described in the literature, gamification is a non-game context that used game elements to engage with the users. With this, the research was created, following the objective of identifying various elements that can be used to design a gamification education tool in FLO. In addition, the researchers presented a systematic mapping to associate the important elements of gamification and its effects on the students' performance. The study explored more than 850 articles that came from different online databases that were published from 2016 – to 2021. From this, only 61 were been selected based on the procedure protocol formulated in the systematic mapping. As a result, the researchers identified that gamified education elements were not limited to points and badges while aligning them in the learning experience in the FLO. The reality of gamified tools in education works while the designer was addressed the needs and desires of the students such as presentation of achievements, grabbing rewards, status, and unselfishness. Furthermore, the experience of students in gamified education was much more engaging if the gamification design elements has a clear goal, points, status, environment, and character level. Thus, the conducted systematic mapping has led to a quality idea that can be used for the development of the gamified education tool for teaching basic mathematics in Flexible Learning Option.","PeriodicalId":200698,"journal":{"name":"Proceedings of the 6th International Conference on Digital Technology in Education","volume":"13 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-09-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Systematic Mapping: A Study of Gamified Education Tool for Teaching Basic Mathematics in Flexible Learning Option (FLO)\",\"authors\":\"C. O. Loyola, L. R. De Luna, M. Diloy, Vincent S. 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Systematic Mapping: A Study of Gamified Education Tool for Teaching Basic Mathematics in Flexible Learning Option (FLO)
Along with various strategies available in Flexible Learning Option (FLO), the use of gamification tools attracted the interest of teachers to improve the students' performance while learning the subject. However, there are a lot of gamification formats that were utilized by the teachers to motivate and encourage their students. Still, lack of study about the importance of gamified elements especially in teaching basic mathematics in FLO. As described in the literature, gamification is a non-game context that used game elements to engage with the users. With this, the research was created, following the objective of identifying various elements that can be used to design a gamification education tool in FLO. In addition, the researchers presented a systematic mapping to associate the important elements of gamification and its effects on the students' performance. The study explored more than 850 articles that came from different online databases that were published from 2016 – to 2021. From this, only 61 were been selected based on the procedure protocol formulated in the systematic mapping. As a result, the researchers identified that gamified education elements were not limited to points and badges while aligning them in the learning experience in the FLO. The reality of gamified tools in education works while the designer was addressed the needs and desires of the students such as presentation of achievements, grabbing rewards, status, and unselfishness. Furthermore, the experience of students in gamified education was much more engaging if the gamification design elements has a clear goal, points, status, environment, and character level. Thus, the conducted systematic mapping has led to a quality idea that can be used for the development of the gamified education tool for teaching basic mathematics in Flexible Learning Option.