{"title":"SRL-O和游戏化——在线学习平台中支持学习目标的两个要素之间的联系","authors":"Julia Pausch","doi":"10.53880/2744-2373.2023.3.1.64","DOIUrl":null,"url":null,"abstract":"Showing content in online platforms is a wide topic and the possibilities for representing content seem to be endless. This paper discusses the incorporation of learners’ goals into content in online learning platforms, with the focus on gamification as the content representation method. In fact, the aim of this study was to explore how learning goals in an online self-regulated learning environment match with gamification as an online representation possibility. Thus, the terms gamification, self-regulated learning and learning goals as presented in different studies are analyzed and introduced in this work. The method used in this paper was a qualitative and quantitative semi-systematic literature research method. The results show how gamification and self-regulated learning go together and which key elements are used in gamification. The findings confirm that gamification supports learners’ goals in self-regulated learning during the following phases: performance, forethought and self-reflection.","PeriodicalId":201183,"journal":{"name":"MAP Education and Humanities","volume":"30 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"SRL-O and gamification–the connection between the two elements in online learning platforms supporting learning goals\",\"authors\":\"Julia Pausch\",\"doi\":\"10.53880/2744-2373.2023.3.1.64\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Showing content in online platforms is a wide topic and the possibilities for representing content seem to be endless. This paper discusses the incorporation of learners’ goals into content in online learning platforms, with the focus on gamification as the content representation method. In fact, the aim of this study was to explore how learning goals in an online self-regulated learning environment match with gamification as an online representation possibility. Thus, the terms gamification, self-regulated learning and learning goals as presented in different studies are analyzed and introduced in this work. The method used in this paper was a qualitative and quantitative semi-systematic literature research method. The results show how gamification and self-regulated learning go together and which key elements are used in gamification. The findings confirm that gamification supports learners’ goals in self-regulated learning during the following phases: performance, forethought and self-reflection.\",\"PeriodicalId\":201183,\"journal\":{\"name\":\"MAP Education and Humanities\",\"volume\":\"30 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-03-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"MAP Education and Humanities\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.53880/2744-2373.2023.3.1.64\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"MAP Education and Humanities","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.53880/2744-2373.2023.3.1.64","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
SRL-O and gamification–the connection between the two elements in online learning platforms supporting learning goals
Showing content in online platforms is a wide topic and the possibilities for representing content seem to be endless. This paper discusses the incorporation of learners’ goals into content in online learning platforms, with the focus on gamification as the content representation method. In fact, the aim of this study was to explore how learning goals in an online self-regulated learning environment match with gamification as an online representation possibility. Thus, the terms gamification, self-regulated learning and learning goals as presented in different studies are analyzed and introduced in this work. The method used in this paper was a qualitative and quantitative semi-systematic literature research method. The results show how gamification and self-regulated learning go together and which key elements are used in gamification. The findings confirm that gamification supports learners’ goals in self-regulated learning during the following phases: performance, forethought and self-reflection.