成人学习中的游戏化

Abdülmenaf Gül, Cigdem Uz Bilgin
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引用次数: 2

摘要

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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Gamification in Adult Learning
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.
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Benefits and Disadvantages of Utilizing Gamified Learning in Higher Education The Impact of User Experience With Technology on Course Expectations Gamification in Adult Learning
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