教育情境中游戏化的游戏元素分类:建议与评价

A. Toda, Wilk Oliveira, A. Klock, P. Palomino, M. Pimenta, I. Bittencourt, Lei Shi, Isabela Gasparini, Seiji Isotani, A. Cristea
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引用次数: 52

摘要

在过去的八年里,游戏化这个词已经成为一种趋势,在教育领域得到了广泛的应用。然而,文献表明,游戏化仍然缺乏正式的定义来支持游戏化策略的设计。本文旨在根据游戏化专家的观点,对游戏元素进行分类。在对现有工作进行简要回顾后,我们首先从当前的艺术状态中提取游戏元素,然后通过对19名游戏化和教育专家的调查对其进行评估。最终的分类方法包括对21个游戏元素的描述以及专家对它们的定量和定性评价。总的来说,大多数专家普遍接受了所提出的分类法。他们还建议将其扩展为包含叙述和故事游戏元素。因此,本文的主要贡献是提出了一种新的、经过确认的分类法,以标准化用于定义游戏元素的术语,作为在教育领域设计和部署游戏化策略的手段。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design of gamified strategies. This paper aims to create a taxonomy for the game elements, based on gamification experts' opinions. After a brief review from existing work, we extract first the game elements from the current state of the art, and then evaluate them via a survey with 19 gamification and education experts. The resulting taxonomy taxonomy included the description of 21 game elements and their quantitative and qualitative evaluation by the experts. Overall, the proposed taxonomy was in general well accepted by most of the experts. They also suggested expanding it with the inclusion of Narrative and Storytelling game elements. Thus, the main contribution of this paper is proposing a new, confirmed taxonomy to standardise the terminology used to define the game elements as a mean to design and deploy gamification strategies in the educational domain.
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