高等教育中的游戏化。回顾过去几年在西班牙进行的经验

Santiago Alonso-García, Jose A. Martinez-Domingo, Blanca Berral-Ortiz, J. C. D. L. Cruz-Campos
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引用次数: 6

摘要

作为一种激励和吸引学生学习的教育创新,游戏化正在获得势头。西班牙教育的数字化转变体现了学生的动机、承诺和享受问题,但到目前为止,还没有研究揭示游戏化在西班牙大学学习中的作用,因为这种方法是最近才开发出来的。我们的研究是对近年来西班牙高等教育的经验进行分析。“Web of Science”中文章的系统地图设计的一部分,包含以下纳入标准:在西班牙建立的经验游戏化研究,在2016年至2020年之间发表,并在真实环境中进行。最初的搜索返回了332篇可能相关的文章。应用选择标准后,对16个样本进行了分析。结果显示,2020年发表的经验更多,包括来自社会、人文、卫生和技术领域的教师和本科生,尽管它们的实施情况低于与文化相关的国家。游戏化已被单独研究或与其他方法(如翻转课堂)联合研究,通过调查和问卷调查研究对动机的影响,证明对学习和学业成绩的积极影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamificación en Educación Superior. Revisión de experiencias realizadas en España en los últimos años
: Gamification is gaining momentum as an educational innovation to motivate and engage students in their learning. The digital turn in Spanish education manifests the problem of motivation, commitment and enjoyment of students, but so far, there is no research that reveals the role of gamification in university studies carried out in Spain, since this methodology has been developed Recently. Our research carries out an analysis of experiences in higher education in Spain in recent years. Part of a systematic mapping design of articles in 'Web of Science', with the following inclusion criteria: empirical gamification studies established in Spain, published between 2016 and 2020 and carried out in real environments. The initial search returned 332 potentially relevant articles. After applying the selection criteria, 16 were analyzed. The results show how more experiences were published in 2020, encompassing teachers and undergraduate students from social, humanities, health and technical branches, although their implementation is less than that of culturally related countries. Gamification has been studied alone or in association with other methodologies such as flipped classroom, studying the effects on motivation through surveys and questionnaires, demonstrating positive effects on learning and academic performance.
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