{"title":"游戏化在高等教育课程环境中的应用","authors":"Laura Mammone, Nancy Maynes","doi":"10.26522/TL.V12I1.443","DOIUrl":null,"url":null,"abstract":"This study sought to examine the existing research on gamification to see whether or not there was the potential for application in the higher education co-curricular environment. This study also aimed to explore the current best practices of gamification in order to define a consistent structure to create a gamified initiative. This meta-synthesis concluded that, due to the lack of consistent gamification structures and the large range of game mechanics and dynamics being utilized in various studies, it is difficult to determine whether gamification has been successful or not in the current educational climates where it has been tested. Through the creation of a recommended structure of gamification to be applied in a volunteer co-curricular environment, future testing can be applied to validate approaches.","PeriodicalId":41914,"journal":{"name":"English Teaching and Learning","volume":"17 1","pages":""},"PeriodicalIF":1.2000,"publicationDate":"2019-04-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A Meta-Synthesis On The Application Of Gamification In The Higher Education Co-Curricular Environment\",\"authors\":\"Laura Mammone, Nancy Maynes\",\"doi\":\"10.26522/TL.V12I1.443\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study sought to examine the existing research on gamification to see whether or not there was the potential for application in the higher education co-curricular environment. This study also aimed to explore the current best practices of gamification in order to define a consistent structure to create a gamified initiative. This meta-synthesis concluded that, due to the lack of consistent gamification structures and the large range of game mechanics and dynamics being utilized in various studies, it is difficult to determine whether gamification has been successful or not in the current educational climates where it has been tested. Through the creation of a recommended structure of gamification to be applied in a volunteer co-curricular environment, future testing can be applied to validate approaches.\",\"PeriodicalId\":41914,\"journal\":{\"name\":\"English Teaching and Learning\",\"volume\":\"17 1\",\"pages\":\"\"},\"PeriodicalIF\":1.2000,\"publicationDate\":\"2019-04-06\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"English Teaching and Learning\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.26522/TL.V12I1.443\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"English Teaching and Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.26522/TL.V12I1.443","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
A Meta-Synthesis On The Application Of Gamification In The Higher Education Co-Curricular Environment
This study sought to examine the existing research on gamification to see whether or not there was the potential for application in the higher education co-curricular environment. This study also aimed to explore the current best practices of gamification in order to define a consistent structure to create a gamified initiative. This meta-synthesis concluded that, due to the lack of consistent gamification structures and the large range of game mechanics and dynamics being utilized in various studies, it is difficult to determine whether gamification has been successful or not in the current educational climates where it has been tested. Through the creation of a recommended structure of gamification to be applied in a volunteer co-curricular environment, future testing can be applied to validate approaches.
期刊介绍:
English Teaching & Learning (ETL) is the first scholarly journal in Taiwan dedicated solely to research on the teaching and learning of English as a second or foreign language. It aims to publish quality papers that contribute to all aspects of the profession, with a particular preference for studies that seek to combine both theory and practice. The journal welcomes submissions on course design, teaching materials, teacher training, teaching methods, language assessment, bilingual education, as well as from the fields of sociolinguistics, psycholinguistics, and other related areas.