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Benefits and Disadvantages of Utilizing Gamified Learning in Higher Education 高等教育中运用游戏化学习的利与弊
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-1306-4.ch021
A. K. Yousof
The chapter presents the results of a systematic analysis of published works on utilizing gamification in higher education. The analysis sheds light on the positives and challenges of using gamification in education. The author investigated the studies that tackled the use of gamified learning in various educational environments and contexts. Although the literature has focused on the general use of gamification, previous research did not highlight other positives and negatives that may result from the use of gamified learning in the classroom. In addition, there was minimal focus on the role of gameplay elements in promoting and/or hindering the use of gamification in higher education. Results of this systematic analysis showed that the use of gamification in higher education is associated with three main elements: pedagogy, design, and behavior. Benefits and challenges of utilizing gamification in the classroom are discussed in light of those elements.
本章介绍了对已发表的关于在高等教育中利用游戏化的作品进行系统分析的结果。该分析揭示了在教育中使用游戏化的积极和挑战。作者调查了在各种教育环境和背景下使用游戏化学习的研究。虽然文献关注的是游戏化的普遍使用,但之前的研究并没有强调在课堂上使用游戏化学习可能产生的其他积极和消极影响。此外,对于游戏玩法元素在促进或阻碍高等教育中游戏化的作用的关注也很少。系统分析的结果表明,高等教育中游戏化的使用与三个主要因素有关:教学法、设计和行为。根据这些因素,讨论了在课堂上使用游戏化的好处和挑战。
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引用次数: 1
The Impact of User Experience With Technology on Course Expectations 用户体验与技术对课程期望的影响
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-1306-4.ch023
L. Elliott
Technology seems to be here to stay and academics are encouraged to incorporate it into their classrooms. Yet, little has been written about the human side and how the widespread use of technology by students changes the expectations of their effort, the instructor's approach, satisfaction with the learning experience, and the students' ability to apply what they have learned to future coursework or their life. This chapter reports research that informs this topic, synthesizes the current literature as it pertains to technology and pedagogy, and correlates this information with what is known about the development of metacognition during learning in adults. The chapter ends with some helpful approaches.
科技似乎在这里停留,学者们被鼓励将其纳入他们的课堂。然而,关于人性的一面,以及学生广泛使用技术如何改变他们对努力的期望、教师的方法、对学习经验的满意度,以及学生将所学知识应用于未来课程或生活的能力,却很少有人写过。本章报告了关于这一主题的研究,综合了与技术和教育学相关的当前文献,并将这些信息与成人学习过程中元认知发展的已知信息联系起来。本章以一些有用的方法结束。
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引用次数: 0
Gamification in Adult Learning 成人学习中的游戏化
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-1306-4.ch022
Abdülmenaf Gül, Cigdem Uz Bilgin
Various methods and technological tools have been utilized to meet the unique needs of adult learners. One of the recent methods is gamification, in which game elements and mechanics were utilized within a non-gaming context. This chapter reviews the literature and presents an overview of gamification implementations to develop systematic understanding of how gamification can be integrated into the adult learning process. An electronic search of articles from 2009 to 2019 was conducted, and 23 studies were reviewed in detail. The study shows gamification has mainly been utilized within the workplace environment and in the health education. The principle investigated constructs were satisfaction, motivation, engagement, and knowledge acquisition. Although the reviewed papers reported promising results in terms of utilizing gamification for adult learning, further research is needed.
各种方法和技术工具已被用来满足成人学习者的独特需求。最近出现的一种方法便是游戏化,即在非游戏环境中使用游戏元素和机制。本章回顾了文献,并概述了游戏化的实施,以系统地了解游戏化如何融入成人学习过程。对2009年至2019年的论文进行了电子检索,并对23项研究进行了详细的审查。研究表明,游戏化主要在工作环境和健康教育中得到利用。研究的主要构念是满意度、动机、参与和知识获取。尽管所审查的论文报告了在利用游戏化进行成人学习方面有希望的结果,但还需要进一步的研究。
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引用次数: 2
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Handbook of Research on Adult Learning in Higher Education
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