高等教育中的游戏化:系统回顾

Carolina Lozada-Ávila, Simón Gómez
{"title":"高等教育中的游戏化:系统回顾","authors":"Carolina Lozada-Ávila, Simón Gómez","doi":"10.22395/RIUM.V16N31A5","DOIUrl":null,"url":null,"abstract":"Gamification is shown as an alternative for traditional classroom strategies and is increasingly used in higher education. The purpose of the revision is to know the way gamification has brought more interest in the following fields of knowledge in terms of bibliographic production and use: management and economics, arts and humanities, health sciences, natural and exact sciences, social and juridical sciences, engineering, and architecture. Participation was identified according to results in nine academic databases. The field with the highest percentage, based on the scale defined in the methodology, is Engineering and Architecture (3.15), while health sciences obtained 0.49. It is clearly seen that gamification is a field explored in higher education and experiences which have generated its application are different. Setting usage guidelines is recommended, including studies of a bigger scope in order to know its real effects on the learning process.","PeriodicalId":31131,"journal":{"name":"Revista Ingenierias Universidad de Medellin","volume":"16 1","pages":"97-124"},"PeriodicalIF":0.0000,"publicationDate":"2017-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"35","resultStr":"{\"title\":\"La gamificación en la educación superior: una revisión sistemática\",\"authors\":\"Carolina Lozada-Ávila, Simón Gómez\",\"doi\":\"10.22395/RIUM.V16N31A5\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Gamification is shown as an alternative for traditional classroom strategies and is increasingly used in higher education. The purpose of the revision is to know the way gamification has brought more interest in the following fields of knowledge in terms of bibliographic production and use: management and economics, arts and humanities, health sciences, natural and exact sciences, social and juridical sciences, engineering, and architecture. Participation was identified according to results in nine academic databases. The field with the highest percentage, based on the scale defined in the methodology, is Engineering and Architecture (3.15), while health sciences obtained 0.49. It is clearly seen that gamification is a field explored in higher education and experiences which have generated its application are different. Setting usage guidelines is recommended, including studies of a bigger scope in order to know its real effects on the learning process.\",\"PeriodicalId\":31131,\"journal\":{\"name\":\"Revista Ingenierias Universidad de Medellin\",\"volume\":\"16 1\",\"pages\":\"97-124\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-12-31\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"35\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Revista Ingenierias Universidad de Medellin\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.22395/RIUM.V16N31A5\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Revista Ingenierias Universidad de Medellin","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.22395/RIUM.V16N31A5","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 35

摘要

游戏化被证明是传统课堂策略的一种替代方案,在高等教育中越来越多地被使用。修订的目的是了解游戏化如何在书目制作和使用方面对以下知识领域带来更多兴趣:管理和经济学、艺术和人文科学、健康科学、自然科学和精确科学、社会科学和司法科学、工程和建筑。根据九个学术数据库的结果确定了参与情况。根据方法中定义的比例,百分比最高的领域是工程与建筑(3.15),而健康科学获得0.49。可以清楚地看到,游戏化是高等教育中探索的一个领域,产生其应用的经验是不同的。建议制定使用指南,包括更大范围的研究,以了解其对学习过程的真实影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
La gamificación en la educación superior: una revisión sistemática
Gamification is shown as an alternative for traditional classroom strategies and is increasingly used in higher education. The purpose of the revision is to know the way gamification has brought more interest in the following fields of knowledge in terms of bibliographic production and use: management and economics, arts and humanities, health sciences, natural and exact sciences, social and juridical sciences, engineering, and architecture. Participation was identified according to results in nine academic databases. The field with the highest percentage, based on the scale defined in the methodology, is Engineering and Architecture (3.15), while health sciences obtained 0.49. It is clearly seen that gamification is a field explored in higher education and experiences which have generated its application are different. Setting usage guidelines is recommended, including studies of a bigger scope in order to know its real effects on the learning process.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
审稿时长
50 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信