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A Systematic Review of Gamification Research: In Pursuit of Homo Ludens 游戏化研究的系统回顾:对人的追求
Pub Date : 2018-07-01 DOI: 10.4018/IJGBL.2018070102
Aras Bozkurt, Gürhan Durak
Gamification is an innovative approach that aims to increase users' engagement and motivation and provide sustainable experiences. It has recently become widely known and is an approach that is being used in many fields. This article intends to identify and map trends and patterns in gamification research. For this purpose, this article employs a systematic review in which document and content analysis were used. Research findings have revealed that conceptual/descriptive papers outweigh other type of papers; however, quantitative and qualitative papers are showing an increasing trend. Lexical analysis demonstrated that education, teaching, and learning; engagement, motivation, and behavior change, and gamified designs, are emerging concepts. Keyword analysis revealed that gamification, engagement, and motivation are most frequently used keywords. Gamification articles are mostly related to the education field. Self-Determination Theory, Flow Theory, and MDA (Mechanics, Dynamics, and Aesthetic) Framework appeared to be the most beneficial lenses in gamification studies.
游戏化是一种创新方法,旨在提高用户的参与度和积极性,并提供可持续的体验。它最近变得广为人知,是一种被用于许多领域的方法。本文旨在识别和绘制游戏化研究的趋势和模式。为此,本文采用了系统的回顾,其中使用了文档和内容分析。研究结果表明,概念性/描述性论文超过其他类型的论文;然而,定量和定性论文呈现出增加的趋势。词汇分析表明,教育、教学、学习;参与度、动机、行为改变和游戏化设计都是新兴概念。关键词分析显示,游戏化、用户粘性和动机是最常用的关键词。游戏化的文章大多与教育领域有关。自我决定理论、心流理论和MDA(力学、动力学和美学)框架似乎是游戏化研究中最有益的视角。
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引用次数: 52
Player-Driven Video Analysis to Enhance Reflective Soccer Practice in Talent Development 球员驱动的视频分析加强反思性足球训练在人才培养中的应用
Pub Date : 2018-04-01 DOI: 10.4018/IJGBL.2018040103
A. Hjort, Kristoffer Henriksen, Lars Elbæk
In the present article, we investigate the introduction of a cloud-based video analysis platform called Player Universe (PU). Video analysis is not a new performance-enhancing element in sports, but PU is innovative in how it facilitates reflective learning. Video analysis is executed in the PU platform by involving the players in the analysis process, in the sense that they are encouraged to tag game actions in video-documented soccer matches. Following this, players can get virtual feedback from their coach. Findings show that PU can improve youth soccer players' reflection skills through consistent video analyses and tagging; coaches are important as role models and providers of feedback; and that the use of the platform primarily stimulated deliberate practice activities. PU can be seen as a source of inspiration for soccer players and clubs as to how analytical platforms can motivate and enhance reflective learning for better in-game performance.
在本文中,我们研究了一个名为Player Universe (PU)的基于云的视频分析平台的介绍。视频分析并不是体育运动中提高成绩的新元素,但PU在促进反思性学习方面具有创新意义。视频分析是通过让玩家参与分析过程在PU平台上执行的,从某种意义上说,他们被鼓励在视频记录的足球比赛中标记游戏动作。在此之后,玩家可以从教练那里获得虚拟反馈。研究结果表明,PU可以通过一致性视频分析和标记提高青少年足球运动员的反思技能;教练作为榜样和反馈的提供者很重要;这个平台的使用主要刺激了刻意的练习活动。PU可以被视为足球运动员和俱乐部的灵感来源,即分析平台如何激励和加强反思学习,以获得更好的游戏表现。
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引用次数: 6
Let's Move!: The Social and Health Contributions From Pokémon GO 让我们动起来!: poksammon GO的社会和健康贡献
Pub Date : 2018-04-01 DOI: 10.4018/IJGBL.2018040104
Mateus David Finco, Richard Santin Rocha, Rafael Wailla Fão, Fabiana Santos
The aim of this article was to analyze how players of Pokemon GO could adopt a healthier and active lifestyle meanwhile or after using the game, observing how active they could become in their daily routines. The methodology involved a qualitative analysis involving a sample with players who were invited to complete an online questionnaire to answer specific questions about lifestyle and healthy choices. This study involved 125 players 84 males and 41 females in the city of Pelotas South of Brazil that have played for at least six months the game. As results, it was possible to observe that users have changed many habits, specifically regarding physical activity gains, as going more often to practice different sports than only running, walking or cycling, and many of players were getting into an active living practicing exercises with friends and family, out of the game. Also, many players commented that meeting new users was a good way to socialize and making groups to walk or run together, getting an extra motivation for other activities out of the game. We conclude that Pokemon GO is one of the first mobile-based gameplays that can be used to promote a healthier lifestyle with a new way of interaction, changing sedentary lifestyles with a big potential to be used in Health Education.
这篇文章的目的是分析《Pokemon GO》的玩家如何在使用游戏的同时或之后采取更健康、更积极的生活方式,观察他们在日常生活中变得有多活跃。研究方法包括一项定性分析,包括邀请球员完成一份在线问卷,回答有关生活方式和健康选择的具体问题。这项研究涉及巴西南部城市佩洛塔斯的125名球员,84名男性和41名女性,他们至少玩了六个月的游戏。因此,我们可以观察到用户已经改变了许多习惯,特别是在体力活动方面,他们更经常地练习不同的运动,而不仅仅是跑步,步行或骑自行车,许多玩家在游戏之外与朋友和家人一起练习运动。此外,许多玩家评论说,结识新用户是一种很好的社交方式,可以让团队一起散步或跑步,为其他游戏活动提供额外的动力。我们的结论是,Pokemon GO是第一个基于手机的游戏,可以通过一种新的互动方式来促进更健康的生活方式,改变久坐不动的生活方式,在健康教育中具有很大的潜力。
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引用次数: 9
Teaching Social Studies With Games 用游戏教授社会研究
Pub Date : 2018-04-01 DOI: 10.4018/IJGBL.2018040106
Polona Jancic, V. Hus
Social studies is a class students encounter in the fourth and fifth grades of primary school in Slovenia. It includes goals from the fields of geography, sociology, history, ethnology, psychology, economy, politics, ethics, aesthetics, and ecology. Among other didactic recommendations in the national curriculum for teaching, social studies include experiential learning with games. Game-based learning enables an optimal learning environment for students. The purpose of this article is to examine representation of games in social studies in primary school. The research sample consisted of 290 students of the fourth and fifth grade, 177 teachers teaching fourth and fifth grade, and 56 observed social studies lessons. Results showed that teachers rarely use didactic games in social studies. Results show that teachers rarely use game-based learning in teaching social science. Depending on the type of a game, the most commonly used one is a role-playing game. Most respondents' students like game-based learning in social studies and also estimate games are not played often enough in social studies.
社会研究是斯洛文尼亚小学四年级和五年级的一门课程。它包括地理学、社会学、历史学、民族学、心理学、经济学、政治学、伦理学、美学和生态学等领域的目标。在国家教学课程的其他教学建议中,社会研究包括游戏体验式学习。以游戏为基础的学习为学生提供了最佳的学习环境。本文的目的是研究游戏在小学社会研究中的表征。研究样本包括290名四年级和五年级的学生,177名四年级和五年级的教师,以及56个观察社会研究课程。结果表明,教师在社会研究中很少使用教学游戏。结果表明,教师在社会科学教学中很少使用游戏学习。根据游戏的类型,最常用的是角色扮演游戏。大多数受访者的学生喜欢在社会研究中进行基于游戏的学习,并估计在社会研究中游戏玩得不够频繁。
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引用次数: 4
Geography Map Knowledge Acquisition by Solving a Jigsaw Map Compared to Self-Study: Investigating Game Based Learning 通过拼图获取地理地图知识与自学的比较:基于游戏的学习研究
Pub Date : 2018-04-01 DOI: 10.4018/IJGBL.2018040107
Srishti Dang, Arunima Ved, K. Vemuri
Efficacy of games as learning medium is of interest to researchers and the gaming industry. A critical metric for learning is knowledge retention and very few studies have conducted in-depth comparisons of: a) game versus no-game learning, b) collaborative versus individual learning. Towards this, the study reported in this article will present the findings from an experiment using Asia and world maps, cut into pieces as in a jigsaw puzzle. The participants were primary school children who were randomly assigned to the puzzle and no-puzzle group. To understand the role of collaborative interactions in learning, each group was further divided into two subgroups. Each subgroup either solved the puzzle or studied the full map (no-puzzle) individually or collaboratively. Three post-tests were conducted over a period of 10 days. The mean scores and Mann Whitney test shows: a) In the no-puzzle condition, no difference in the average scores of the individual and collaborative groups for both maps was observed, b) In the puzzle condition, the collaborative group score was slightly more than that of the individual group for Asia map, while the difference was significant for the continent map, and c) Puzzle and no-puzzle individual group scores were comparative for Asia map but the continent map groups showed a major difference. The findings are mixed with collaborative puzzle solving showing higher retention while puzzle solving does not show significant effect on learning and retention.
研究人员和游戏行业都对游戏作为学习媒介的功效感兴趣。学习的一个关键指标是知识保留,很少有研究深入比较:A)游戏与非游戏学习,b)合作与个人学习。为此,本文中报道的研究将展示一项实验的结果,该实验使用亚洲和世界地图,就像拼图游戏一样被切成碎片。参与者是小学生,他们被随机分配到拼图组和无拼图组。为了了解协作互动在学习中的作用,每个小组进一步分为两个小组。每个小组要么单独或合作解决谜题,要么研究完整的地图(无谜题)。在10天的时间内进行了三次后期测试。平均分数和曼-惠特尼检验表明:a)在无拼图条件下,两种地图的个人组和合作组的平均得分没有差异;b)在拼图条件下,亚洲地图的合作组得分略高于个人组得分,而大陆地图的差异显著;c)亚洲地图的拼图和无拼图的个人组得分具有可比性,但大陆地图组的差异较大。结果表明,合作解决谜题对学习和记忆的影响不显著,而合作解决谜题对记忆的影响较高。
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引用次数: 2
Exploring the Educational Potential of a Game-Based Math Competition 探索基于游戏的数学竞赛的教育潜力
Pub Date : 2018-04-01 DOI: 10.4018/IJGBL.2018040102
K. Kiili, Kai Ojansuu, Antero Lindstedt, M. Ninaus
The main aim of this article was to investigate the educational potential of a game-based math game competition to engage students in training rational numbers. Finnish fourth (n = 59; Mage = 10.36) and sixth graders (n = 105; Mage = 12.34) participated in a math game competition relying on intra-classroom cooperation and inter-classroom competition. During a three-week period, the students were allowed to play a digital rational number game, which is founded on number line estimation task mechanics. The results indicated that students benefited significantly from participating in the competition and playing behaviour could be used to assess students rational number knowledge. Moreover, students were engaged in the competition and the results revealed that intrinsically motivating factors such as enjoyment and perceived learning gains predicted students' willingness to participate in math game competitions again. This article provides empirical support that educational game competition can be an effective, engaging, and a fair instructional approach.
本文的主要目的是研究基于游戏的数学游戏竞赛的教育潜力,以吸引学生训练有理数。芬兰第四(n = 59;法师= 10.36)和六年级学生(n = 105;法师= 12.34)参加了一场依靠课堂内合作和课堂间竞争的数学游戏比赛。在为期三周的时间里,学生们被允许玩一个数字有理数游戏,这是建立在数线估计任务机制之上的。结果表明,学生在参与竞赛中获益显著,游戏行为可以用来评估学生的理数知识。此外,学生参与了比赛,结果表明,内在激励因素如乐趣和感知学习收益预测学生再次参与数学游戏比赛的意愿。本文提供的实证支持表明,教育性游戏竞争可以是一种有效、吸引人且公平的教学方法。
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引用次数: 10
Toward a Propensity-Oriented Player Typology in Educational Mobile Games 教育类手机游戏的倾向导向玩家类型
Pub Date : 2018-04-01 DOI: 10.4018/IJGBL.2018040105
Mehran Gholizadeh, F. Taghiyareh, Saeed Alvandkoohi
The pivotal role of identifying types of players is inevitable in the game contexts, and educational games are not an exception. This article aims to present a model of player-game interaction in the mobile game-based learning setting regarding the behavioral propensity. This model comprises five different features inherited from the player typology literature including precision, perfection, punctuality, presence, and pace. To this end, we analyzed the activities of players in a mobile educational game and then tried to classify players based on their preferences in how to deal with the game. Furthermore, as a step toward determining the association of features with each other, multiple linear regression analysis was conducted. The outcome of the investigations resulted in a model representing player interaction with the game in a way that it could be used to classify different types of players in educational mobile games.
在游戏环境中,识别玩家类型的关键作用是不可避免的,教育类游戏也不例外。本文旨在呈现基于手机游戏的学习环境中玩家-游戏互动的行为倾向模型。这个模型包含5个不同的特征,即精确性、完美性、准时性、存在感和速度。为此,我们分析了玩家在一款手机教育游戏中的活动,并尝试根据玩家在游戏处理方式上的偏好对他们进行分类。此外,作为确定特征之间相互关联的一步,进行了多元线性回归分析。调查结果产生了一个代表玩家与游戏互动的模型,该模型可以用于分类教育类手机游戏中不同类型的玩家。
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引用次数: 4
Game Creation in Youth Media and Information Literacy Education 青少年媒介中的游戏创作与信息素养教育
Pub Date : 2018-04-01 DOI: 10.4018/IJGBL.2018040101
Conceição Costa, K. Tyner, Sara Henriques, Carla Sousa
This proposal presents the preliminary findings of GamiLearning (2015-2018), a research project that aims to promote critical and participative dimensions of Media and Information Literacy (MIL) in children through the creation of digital games. The project presents an innovative approach by arguing that MIL can be promoted through the process of creation and development of videogames. Students aged 9 to 14 years old from Portugal and Austin, Texas (USA), participated in the study that included an intervention at schools, based on a constructivist/project-based approach. Fieldwork was conducted in four schools and a MIL questionnaire, based in a theoretical framework, were administered before and after the project’s intervention. Results from the four schools indicate statistically significant differences between pre and post questionnaires, considering MIL skills in general, and in several groups of skills, namely Operational Skills, Editorial Skills, Digital Identity Management Skills, Critical Media Literacy, Learning and Social Interaction.
该提案介绍了GamiLearning(2015-2018)的初步发现,这是一个研究项目,旨在通过创建数字游戏来促进儿童媒体和信息素养(MIL)的批判性和参与性维度。该项目提出了一种创新的方法,认为MIL可以通过电子游戏的创作和开发过程来促进。来自葡萄牙和美国德克萨斯州奥斯汀的9至14岁的学生参与了这项研究,其中包括基于建构主义/基于项目的方法在学校进行干预。在四所学校进行了实地调查,并在项目干预前后进行了基于理论框架的MIL问卷调查。四所学校的调查结果表明,考虑到一般的媒介信息素养,以及几组技能,即操作技能、编辑技能、数字身份管理技能、批判媒体素养、学习和社会互动,问卷调查前后的差异具有统计学意义。
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引用次数: 23
Mitigation of Cognitive Bias with a Serious Game: Two Experiments Testing Feedback Timing and Source 用严肃游戏减轻认知偏差:两个测试反馈时间和来源的实验
Pub Date : 2017-10-01 DOI: 10.4018/IJGBL.2017100105
Norah E. Dunbar, M. Jensen, Claude H. Miller, E. Bessarabova, Yu-Hao Lee, Scott N. Wilson, Javier Elizondo, Bradley J. Adame, J. Valacich, Sara K. Straub, J. Burgoon, Brianna L. Lane, Cameron W. Piercy, David W. Wilson, Shawn King, Cindy Vincent, Ryan M. Schuetzler
Oneof thebenefitsofusingdigitalgames foreducation is thatgamescanprovide feedback for learnerstoassesstheirsituationandcorrecttheirmistakes.Weconductedtwostudiestoexaminethe effectivenessofdifferentfeedbackdesign(timing,duration,repeats,andfeedbacksource)inaserious gamedesignedtoteachlearnersaboutcognitivebiases.Wealsocomparedthedigitalgame-based learningconditiontoaprofessionaltrainingvideo.Overall,thedigitalgamewassignificantlymore effectivethanthevideocondition.Longerdurationsandrepeatsimprovetheeffectsonbias-mitigation. Surprisingly,therewasnosignificantdifferencebetweenjust-in-timefeedbackanddelayedfeedback, andcomputer-generatedfeedbackwasmoreeffectivethanfeedbackfromotherplayers.
Oneof thebenefitsofusingdigitalgames foreducation is > thatgamescanprovide feedback > for > learnerstoassesstheirsituationandcorrecttheirmistakes。Weconductedtwostudiestoexaminethe effectivenessofdifferentfeedbackdesign(计时,duration,repeats,andfeedbacksource)inaserious gamedesignedtoteachlearnersaboutcognitivebiases。Wealsocomparedthedigitalgame-based learningconditiontoaprofessionaltrainingvideo。Overall,thedigitalgamewassignificantlymore effectivethanthevideocondition.Longerdurationsandrepeatsimprovetheeffectsonbias-mitigation。令人惊讶的是,therewasnosignificantdifferencebetweenjust-in-timefeedbackanddelayedfeedback, andcomputer-generatedfeedbackwasmoreeffectivethanfeedbackfromotherplayers。
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引用次数: 5
Game-Based Learning and Information Literacy: A Randomized Controlled Trial to Determine the Efficacy of Two Information Literacy Learning Experiences 基于游戏的学习与信息素养:确定两种信息素养学习体验效果的随机对照试验
Pub Date : 2017-10-01 DOI: 10.4018/IJGBL.2017100101
Scott N. Wilson, Caroline E. Engler, Jessica E. Black, D. Yager-Elorriaga, William Thompson, Andrae McConnell, Javier Elizondo, Ryan Ralston, R. Terry
In the 21st century, students have access to a plethora of information. As such, the skills required to access and effectively sort through this information information literacy skills become ever more important for success in both academic and non-academic settings. This study sought to assess the efficacy of two educational games designed to increase high school students' information literacy skills. Using a randomized controlled trial in a high school setting, the games were integrated into a standard curriculum and tested for efficacy. Post-test results indicated that both games effectively transmit targeted skills. Additionally, improved performance relative to controls on end-of-instruction testing EOI; end-of-year state testing suggest that these skills transfer across important academic domains. The study provides strong evidence to support the use of these two educational games to supplement and enhance information literacy instruction.
在21世纪,学生可以接触到大量的信息。因此,获取和有效整理这些信息所需的技能信息素养技能对于在学术和非学术环境中取得成功变得越来越重要。本研究旨在评估两种旨在提高高中生信息素养技能的教育游戏的效果。在一所高中进行了一项随机对照试验,这些游戏被整合到标准课程中,并测试了效果。后测结果表明,这两款游戏都有效地传递了目标技能。此外,相对于指令结束测试EOI的控制,改进了性能;年终州测试表明,这些技能可以在重要的学术领域中转移。本研究为支持使用这两种教育游戏来补充和加强信息素养教学提供了有力的证据。
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引用次数: 13
期刊
Int. J. Game Based Learn.
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