游戏化模型框架及其在高等教育E-Learning中的应用

Tatu Fidiatu Toimah, Y. Maulana, Irfan Fajar
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引用次数: 12

摘要

我们审查的手稿包含了将游戏化引入大学电子学习讲座活动的内容。文献研究将解释学生使用的机制和游戏动态的技术和方法之间的概念差异。游戏化将与大学的电子学习相结合,这在学习过程中有各种好处,例如更高的动机,更有趣的学习和主动学习。本文展示了游戏化在学习中的重要性,包括在高等教育中的重要性。我们所创造的手稿呈现了大学游戏化概念的不同视角。本文的创新之处在于将游戏化和电子学习的特征结合起来,展示了游戏化在电子学习中的实际应用。使用的方法是文献研究法。进一步的研究表明,该框架可应用于各高校。
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Gamification Model Framework and its Use in E-Learning in Higher Education
The manuscript that we examined contains the introduction of gamification into e-learning lecture activities in universities. A literature study will explain conceptual differences between the techniques and methods of mechanics and game dynamics used by students. Gamification will be combined into e-learning at a university, and this has various benefits in the learning process, such as higher motivation, more fun learning, and active learning. This Paper shows the importance of gamification in learning, including in higher education. The manuscript that we created presents a different perspective on the concept of gamification in the University. The innovation in this paper describes incorporating characteristics of gamification and e-learning that can demonstrate the practical use of gamification in e-learning. The method used is a literature study. Further research expected that this framework can be applied in various universities.
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