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

C. O. Loyola, L. R. De Luna, M. Diloy, Vincent S. Rivera
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引用次数: 0

摘要

随着灵活学习选项(FLO)中的各种策略,游戏化工具的使用吸引了教师的兴趣,以提高学生在学习科目时的表现。然而,有很多游戏化形式被教师用来激励和鼓励他们的学生。然而,关于游戏化元素在FLO基础数学教学中的重要性的研究却很少。如文献所述,游戏化是一种使用游戏元素与用户互动的非游戏情境。在此基础上,本研究的目标是确定可用于设计FLO游戏化教育工具的各种元素。此外,研究人员提出了一个系统的映射,将游戏化的重要元素及其对学生表现的影响联系起来。该研究调查了来自不同在线数据库的850多篇文章,这些文章发表于2016年至2021年。根据系统制图中制定的程序方案,从中筛选出61例。因此,研究人员发现,游戏化的教育元素并不局限于分数和徽章,同时将它们与FLO的学习经验结合起来。当设计师满足学生的需求和愿望时,游戏化工具在教育中发挥了作用,比如展示成就、获得奖励、地位和无私。此外,如果游戏化设计元素有明确的目标、分数、地位、环境和角色等级,那么学生在游戏化教育中的体验会更有吸引力。因此,所进行的系统映射产生了一种质量理念,可用于开发灵活学习选项中基础数学教学的游戏化教育工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
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