高等教育中自我调节学习与游戏式学习的交织:2009 年至 2020 年学术出版物综述

Xiao-Li Zheng, Yun-Fang Tu, Gwo-Jen Hwang, Jue Yu, Yuan-Bo Huang
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摘要

研究人员指出,在基于游戏的学习情境中,让学习者进入自我调节学习(SRL)状态非常重要;然而,对于教育研究人员和教育技术研究人员来说,如何有效地将两者结合起来仍然是一个挑战。为此,本研究通过搜索网络科学数据库,系统地查阅了2009年至2020年间发表在学术期刊上的论文,调查了高等教育中的自律学习策略与游戏化学习是如何交织在一起的。编码的维度从主要研究目的到研究问题,包括应用领域、研究方法、研究持续时间、SRL策略、游戏类型和游戏流派。研究发现,自 2015 年以来,研究目的变得越来越多样化,游戏式学习中的技能获取被视为最重要的目标,其次是知识获取和行为改变。这类游戏以目标定向、同伴学习和调节为主要的自学策略,对学习成绩、自我效能感/自信心、态度/努力程度、满意度/兴趣和学习行为产生了积极影响。同时,在以真实生活相关故事情节为主要游戏类型的背景下,这些SRL策略被很好地嵌入到问题解决、模拟、多类型和RPG等游戏类型中。由于以往的研究缺乏对所有SRL策略在游戏化学习环境中的系统应用,因此无法揭示SRL在游戏化学习环境中的动态循环过程。因此,本研究对未来的研究课题提出了相应的建议,供研究者、教师和决策者参考。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Interweaving of self-regulated learning and game-based learning in higher education: a review of academic publications from 2009 to 2020

Researchers have indicated the importance of engaging learners in self-regulated learning (SRL) states when situated in game-based learning contexts; however, it remains a challenge for both educational and educational technology researchers to effectively integrate both. To this end, this study investigated how SRL strategies are interwoven with game-based learning in higher education by searching the web of science database to systematically review the papers published between 2009 and 2020 in academic journals. The encoded dimensions ranged from the primary research purpose to research issues, including application domains, research methods, duration of the studies, SRL strategies, game types, and game genres. It was found that since 2015, the research purposes have become increasingly diverse, with skills acquisition in game-based learning being regarded as the most important goal, followed by knowledge acquisition and behavior change. Such games took goal orientation, peer learning, and regulating as the main SRL strategies, which exerted a positive effect on learning performance, self-efficacy/confidence, attitudes/effort, satisfaction/interest, and learning behavior. Meanwhile, these SRL strategies were well embedded into problem-solving, simulation, multi-type, and RPG game types against the setting of the real-life-related storyline as the main game genre. Since previous studies lacked the systematic application of all SRL strategies within a game-based learning environment, they could not uncover the dynamic and cyclic processes of SRL in game-based learning environments. Hence, this study proposed corresponding suggestions for future research issues as a reference for researchers, teachers, and decision-makers.

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