电子学习中工业4.0技术与游戏化的关系研究

IF 3.5 Q1 EDUCATION & EDUCATIONAL RESEARCH
Renata Pereira Oliveira, Igor Leão dos Santos, C. G. De Souza, A. Reis, Wallice Medeiros de Souza
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引用次数: 2

摘要

目的新冠肺炎在电子媒体学习的发展和扩大中发挥了至关重要的作用。尽管如此,最近的第四次工业革命[工业4.0(I4.0)]为教育4.0铺平了道路。在这方面,出现了一些研究挑战,涉及在线学习环境中游戏化策略的准备。从这个意义上说,本文旨在研究I4.0技术与世界各地在线学习中游戏化实践之间的关系。具体而言,将该领域的科学文献研究分为知识领域和提及I4.0技术,并验证这些技术与不同教育水平的关系。设计/方法论/方法系统综述和荟萃分析方案的首选报告项目被用作一种研究方法,其中130篇论文被纳入完整内容分析,并从科学网获得。结果分析论文中提到的领先的I4.0技术依次是模拟、物联网和增强/虚拟现实。尽管还有更多提到的技术,但要应用的知识领域和教育水平会影响这些支柱的选择。由此,这种关系的主要发现在一个独特的、现代的、积极的、现实主义的技术框架中得以揭示,以展示I4.0与在线教育环境中的游戏化实践之间的关系。独创性/价值据作者所知,这是第一项将电子学习中应用的游戏化与I4.0技术的关系结合起来的研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A study on the relation between industry 4.0 technologies and gamification in e-learning
Purpose COVID-19 played a crucial role in the development and enlargement of learning via electronic media. Still, the recent fourth industrial revolution [Industry 4.0 (I4.0)] paved the road toward Education 4.0. In this regard, several research challenges arise, involving the preparation of gamification strategies in online learning environments. In this sense, this paper aims to investigate the relationship between technologies of I4.0 and gamification practices in online learning around the world. Specifically, to categorize the studies of the scientific literature in the area into knowledge domains and the mention of I4.0 technologies and to verify the relationship of these technologies with the different educational levels. Design/methodology/approach The preferred reporting items for systematic reviews and meta-analysis protocol was used as a research method with 130 papers included for full content analysis and obtained from the Web of Science. Findings The leading I4.0 technologies mentioned in the analyzed papers were simulation, Internet of Things and augmented/virtual reality, in this order. Although there are more mentioned technologies, the domain of knowledge to be applied and the educational level interfere in choosing these pillars. With this, the main findings of this relationship were exposed in a singular, modern, active, realist, technological framework to demonstrate how I4.0 relates to the practice of gamification in online educational environments. Originality/value To the best of the authors’ knowledge, this is the first study that brings together the relationship of gamification applied in e-learning with I4.0 technologies.
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来源期刊
Interactive Technology and Smart Education
Interactive Technology and Smart Education EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
12.00
自引率
2.30%
发文量
30
期刊介绍: Interactive Technology and Smart Education (ITSE) is a multi-disciplinary, peer-reviewed journal, which provides a distinct forum to specially promote innovation and participative research approaches. The following terms are defined, as used in the context of this journal: -Interactive Technology refers to all forms of digital technology, as described above, emphasizing innovation and human-/user-centred approaches. -Smart Education "SMART" is used as an acronym that refers to interactive technology that offers a more flexible and tailored approach to meet diverse individual requirements by being “Sensitive, Manageable, Adaptable, Responsive and Timely” to educators’ pedagogical strategies and learners’ educational and social needs’. -Articles are invited that explore innovative use of educational technologies that advance interactive technology in general and its applications in education in particular. The journal aims to bridge gaps in the field by promoting design research, action research, and continuous evaluation as an integral part of the development cycle of usable solutions/systems.
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