{"title":"游戏化——结构化分析","authors":"A. Martens, Wolfgang Müller","doi":"10.1109/ICALT.2016.72","DOIUrl":null,"url":null,"abstract":"The trend Gamification occurred several years ago in the context of digital teaching and training aka e-learning. Looking closer at the development of game-based learning and gamification in computer science, it has to be admitted, that game-based learning seems to have ended in an impasse point where the instructionally smooth integration of learning and gaming has not really been realizable, yet -- at least not without enormous effort by the learning and gaming content author. The situation in gamification in digital teaching and training systems comes in a similar shape. A structured analysis of what gamification is can help to develop a systematic approach, which then can support a structured and methodologically smooth design of gamification for digital teaching and training.","PeriodicalId":188900,"journal":{"name":"2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT)","volume":"234 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"13","resultStr":"{\"title\":\"Gamification - A Structured Analysis\",\"authors\":\"A. Martens, Wolfgang Müller\",\"doi\":\"10.1109/ICALT.2016.72\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The trend Gamification occurred several years ago in the context of digital teaching and training aka e-learning. Looking closer at the development of game-based learning and gamification in computer science, it has to be admitted, that game-based learning seems to have ended in an impasse point where the instructionally smooth integration of learning and gaming has not really been realizable, yet -- at least not without enormous effort by the learning and gaming content author. The situation in gamification in digital teaching and training systems comes in a similar shape. A structured analysis of what gamification is can help to develop a systematic approach, which then can support a structured and methodologically smooth design of gamification for digital teaching and training.\",\"PeriodicalId\":188900,\"journal\":{\"name\":\"2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT)\",\"volume\":\"234 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-07-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"13\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICALT.2016.72\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICALT.2016.72","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The trend Gamification occurred several years ago in the context of digital teaching and training aka e-learning. Looking closer at the development of game-based learning and gamification in computer science, it has to be admitted, that game-based learning seems to have ended in an impasse point where the instructionally smooth integration of learning and gaming has not really been realizable, yet -- at least not without enormous effort by the learning and gaming content author. The situation in gamification in digital teaching and training systems comes in a similar shape. A structured analysis of what gamification is can help to develop a systematic approach, which then can support a structured and methodologically smooth design of gamification for digital teaching and training.