教育中的游戏化:一种转瞬即逝的趋势还是真正的潜力?

D. Dicheva
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引用次数: 5

摘要

传统的学校教育被许多学生认为是无效的和无聊的。尽管教师们不断寻求新的教学方法,但人们普遍认为,今天的学校在学生的积极性和参与度方面面临着重大问题。将教育类游戏作为学习工具是一种很有前途的方法。游戏具有非凡的激励力量。它们利用许多机制来鼓励人们参与其中,通常不提供任何奖励,只是为了游戏的乐趣和获胜的可能性。然而,创造一款高度吸引人的、成熟的教育类游戏是非常困难的,既耗时又昂贵,而且通常只针对游戏设计师所选择的单一学习目标。然而,有效的课堂游戏采用需要适当的教学整合,有时还需要特定的技术基础设施。那么,我们是否可以在学习环境中结合游戏思维和游戏设计元素,而不是使用完整的游戏,作为一种替代方案,成本更低,更灵活的方法来提高学习者的参与度和积极性?游戏化(游戏邦注:即在非游戏环境中使用游戏设计元素)已经在商业、市场营销、政治、健康、健身和旅游等许多领域得到了成功应用。令人惊讶的是,教育还没有出现在“成功故事”的名单上。这只是一个迟来的反应,还是等待更有说服力的证据?游戏化是否也能应用于教育领域?如果可以,哪些因素能保证成功?讲座将探讨这些问题,特别关注影响学习和行为改变的动机因素,并将概述当前的艺术状态和在教育中使用游戏化的挑战。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification in Education: A Passing Trend or a Genuine Potential?
Traditional schooling is perceived by many students as ineffective and boring. Although teachers continuously seek novel instructional approaches, it is largely agreed that today's schools face major problems around student motivation and engagement. The use of educational games as learning tools is a promising approach. Games have remarkable motivational power. They utilize a number of mechanisms to encourage people to engage with them, often without any reward, just for the joy of playing and the possibility to win. However, creating a highly engaging, full-blown educational game is difficult, time consuming and costly and typically targets only a single set of learning objectives as chosen by the game designer. Yet, the effective classroom adoption of games requires an appropriate pedagogical integration and sometimes a certain technical infrastructure. Can we then, instead of using full-scale games, incorporate game thinking and game design elements in the learning environment as an alternative, less costly and more flexible approach to improving learners' engagement and motivation? Gamification -- the use of game design elements in non-game contexts -- has already seen a successful adoption in many areas including business, marketing, politics, health, fitness and travel. It seems surprising that the education is not in the list of "success stories" yet. Is this just a matter of late reaction or a wait for more persuasive evidence? Can gamification be used in an educational context as well and if so, which are the factors promising success? The talk will explore these questions giving specific attention to the motivational factors that impact learning and behaviour change and will present an overview of the current state of the art and the challenges in using gamification in education.
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