基于游戏学习的系统文献综述:目标、方法、应用、测量参数和游戏类型

A. Amiruddin, O. Briliyant, Nanang Trianto
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引用次数: 1

摘要

以游戏为基础的学习,无论是以严肃游戏还是游戏化的形式,已经迅速发展并渗透到各个科学领域,一些人认为它可以提高人类学习各种事物的能力,提高工作的有效性和效率,合作和积极的态度。为了能够根据需要选择合适的游戏,我们需要对游戏及其应用的知识进行总结。然而,要更广泛地看到游戏在各个领域的应用以及伴随它的各个方面,需要花费时间和精力从现有的各种文献中进行研究和总结,这对于那些生活忙碌的人来说有时是困难的。为此,本研究采用DICARe方法,利用最新文献,从几个方面对游戏的应用进行了简要的系统文献综述。几个研究问题被要求回答通过这篇文献综述。结果表明,最广泛提出的研究目标是研究严肃游戏或游戏化在学习领域的影响。然而,还有另一个研究目标,那就是帮助检测虚假内容,虽然看起来不那么重要,但与今天喜欢社交媒体的人类生活非常相关。此外,讨论最多的领域是课堂中的学科学习领域,使用最广泛的评估参数是用户体验。多人模式和单人模式的比例为57:43,没有任何类型的游戏占据主导地位。这表明选择使用的游戏类型实际上取决于要实现的目标。本研究的结果有望为开发基于游戏的方法的读者提供见解和参考。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Systematic Literature Review of Game-Based Learning: Objectives, Methods, Applications, Measurement Parameters, and Types of Games
Game-based learning, both in the form of serious games and gamification, has developed rapidly and penetrated various fields of science and it is believed by some that it can increase the human ability to learn various things, increase the effectiveness and efficiency of a job, collaboration, and positive attitudes. To be able to choose the right game as needed, a summary of knowledge about the game and its application is needed. However, to see more broadly the application of the game in various fields and the various aspects that accompany it, it takes time and effort to study and summarize it from the various existing literature, which is sometimes difficult for those who have a busy life. For this reason, in this study, a brief systematic literature review was carried out on the application of games based on several aspects using the latest literature using the DICARe method. Several research questions were asked to be answered through this literature review. The results show that the most widely proposed research objective is to study the effects of serious play or gamification in the learning field. However, there is another research objective, which is to help detect fake content, which, although it seems less significant, is very relevant to today's human life who is fond of social media. Furthermore, the area most discussed is the field of subject learning in classrooms and the most widely used assessment parameter is user experience. No type of play is overly dominant with the ratio between multi-player and single-player being 57:43. This shows that the type of game chosen to use really depends on the goals to be achieved. The results of this study are expected to provide insight and become a reference for readers in developing game-based methods.
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