{"title":"高等院校教育培训采用游戏化的制约因素:系统文献综述","authors":"S. Oguta, Akindele Akinyinka, S. Ojo, B. Maake","doi":"10.1109/icABCD59051.2023.10220568","DOIUrl":null,"url":null,"abstract":"Gamification, a concept that describes the use of game design elements in non-game scenarios, inan attempt to induce fun and motivation in non-game scenarios, has found application in a variety of contexts. In education, popular gamification elements that have been introduced to make learning fun includes the use of points, levels, missions, leaderboards, badges, and avatars. New gamification such as the use of social robots is now in vogue. Despite the enormous potential of these gaming concepts, researchers have unearthed some challenges that face the adoption of gamification in educational systems of Higher Education Institutions. In this study's systematic literature review, the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) framework was used to explore the difficulties encountered when using gamification in training and education at colleges and universities and tosuggest potential solutions. Several researches that employed gamification were elicited from databases such as google scholar, Scopus and research gate. The shortcomings encountered during the deployment of gamification in these studies were summarized. The study's findings reveal that he difficulties encountered when adopting gamification in education and training in higher education institutions can be divided into three categories: design concerns, issues with short-term engagement, and problems with user adaptability. Likewise, potential fixes for the issues were mapped out for future designers of educational gamified systems to follow.","PeriodicalId":51314,"journal":{"name":"Big Data","volume":"16 1","pages":"1-6"},"PeriodicalIF":2.6000,"publicationDate":"2023-08-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The Constraints of The Adoption of Gamification for Education and Training in Higher Education Institutions: A Systematic Literature Review\",\"authors\":\"S. Oguta, Akindele Akinyinka, S. Ojo, B. Maake\",\"doi\":\"10.1109/icABCD59051.2023.10220568\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Gamification, a concept that describes the use of game design elements in non-game scenarios, inan attempt to induce fun and motivation in non-game scenarios, has found application in a variety of contexts. In education, popular gamification elements that have been introduced to make learning fun includes the use of points, levels, missions, leaderboards, badges, and avatars. New gamification such as the use of social robots is now in vogue. Despite the enormous potential of these gaming concepts, researchers have unearthed some challenges that face the adoption of gamification in educational systems of Higher Education Institutions. In this study's systematic literature review, the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) framework was used to explore the difficulties encountered when using gamification in training and education at colleges and universities and tosuggest potential solutions. Several researches that employed gamification were elicited from databases such as google scholar, Scopus and research gate. The shortcomings encountered during the deployment of gamification in these studies were summarized. 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The Constraints of The Adoption of Gamification for Education and Training in Higher Education Institutions: A Systematic Literature Review
Gamification, a concept that describes the use of game design elements in non-game scenarios, inan attempt to induce fun and motivation in non-game scenarios, has found application in a variety of contexts. In education, popular gamification elements that have been introduced to make learning fun includes the use of points, levels, missions, leaderboards, badges, and avatars. New gamification such as the use of social robots is now in vogue. Despite the enormous potential of these gaming concepts, researchers have unearthed some challenges that face the adoption of gamification in educational systems of Higher Education Institutions. In this study's systematic literature review, the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) framework was used to explore the difficulties encountered when using gamification in training and education at colleges and universities and tosuggest potential solutions. Several researches that employed gamification were elicited from databases such as google scholar, Scopus and research gate. The shortcomings encountered during the deployment of gamification in these studies were summarized. The study's findings reveal that he difficulties encountered when adopting gamification in education and training in higher education institutions can be divided into three categories: design concerns, issues with short-term engagement, and problems with user adaptability. Likewise, potential fixes for the issues were mapped out for future designers of educational gamified systems to follow.
Big DataCOMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, THEORY & METHODS
CiteScore
9.10
自引率
2.20%
发文量
60
期刊介绍:
Big Data is the leading peer-reviewed journal covering the challenges and opportunities in collecting, analyzing, and disseminating vast amounts of data. The Journal addresses questions surrounding this powerful and growing field of data science and facilitates the efforts of researchers, business managers, analysts, developers, data scientists, physicists, statisticians, infrastructure developers, academics, and policymakers to improve operations, profitability, and communications within their businesses and institutions.
Spanning a broad array of disciplines focusing on novel big data technologies, policies, and innovations, the Journal brings together the community to address current challenges and enforce effective efforts to organize, store, disseminate, protect, manipulate, and, most importantly, find the most effective strategies to make this incredible amount of information work to benefit society, industry, academia, and government.
Big Data coverage includes:
Big data industry standards,
New technologies being developed specifically for big data,
Data acquisition, cleaning, distribution, and best practices,
Data protection, privacy, and policy,
Business interests from research to product,
The changing role of business intelligence,
Visualization and design principles of big data infrastructures,
Physical interfaces and robotics,
Social networking advantages for Facebook, Twitter, Amazon, Google, etc,
Opportunities around big data and how companies can harness it to their advantage.