游戏化标准化入门

R. Queirós, Mário Pinto, Alberto Simões, Carlos Filipe Portela
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引用次数: 3

摘要

计算机科学教育一直是一个具有挑战性的话题,双方的壕沟:教育者和学习者。如今,随着我们面临的大流行状态,这些挑战更加严峻,促使教育工作者寻找促进有效虚拟学习的策略。其中一种策略包括使用游戏机制来提高学生的参与度和积极性。这种设计策略通常被称为游戏化。如今,游戏化被视为解决大多数与缺乏动力、复杂或乏味任务相关问题的解决方案。最近几年,我们看到成千上万的教育应用程序都是基于游戏化的理念而诞生的。然而,由于教育游戏化应用程序的特别设计和实现,这是一种不可持续的增长,阻碍了互操作性和良好实践的重用。本章对游戏化标准化进行了系统的研究,旨在描述该领域的现状,即描述现有的框架、语言、服务和平台。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Primer on Gamification Standardization
Computer science education has always been a challenging topic for both sides of the trench: educators and learners. Nowadays, with the pandemic state that we are facing, these challenges are even greater, leading educators to look for strategies that promote effective virtual learning. One of such strategies includes the use of game mechanics to improve student engagement and motivation. This design strategy is typically called gamification. Nowadays, gamification is being seen as the solution to solve most of the issues related to demotivation, complexity, or tedious tasks. In the latest years, we saw thousands of educational applications being created with gamification in mind. Nevertheless, this has been an unsustainable growth with ad hoc designs and implementations of educational gamified applications, hampering interoperability and the reuse of good practices. This chapter presents a systematic study on gamification standardization aiming to characterize the status of the field, namely describing existing frameworks, languages, services, and platforms.
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