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The impact of gamification on learning and instruction: A systematic review of empirical evidence
Educational Research Review ( IF 11.7 ) Pub Date : 2020-06-01 , DOI: 10.1016/j.edurev.2020.100326
Zamzami Zainuddin , Samuel Kai Wah Chu , Muhammad Shujahat , Corinne Jacqueline Perera

Abstract The adoption of gamification in learning and instruction is perceived to have mass appeal among the learners in stimulating motivation, learner engagement and social influence. This study is an attempt to present a summary of the empirical findings of state-of-the-art literature in the emerging field of gamification within the educational domain of learning and instruction. It reveals the latest scientific research evidence on the emerging trends of learning technologies and gamification plugins along with extending the possibilities for future research directions in revolutionizing learning and instruction through gamification. A systematic literature review examined the thematic and content analysis of 46 empirical research papers published in the Web of Science database between 2016 and 2019. The review critically appraised and evaluated the various contradictions found in the literature along with setting the stage for the significance of future research studies to re-examine the theoretical foundations of gamification, its methodological approaches, theoretical models, gaming platforms and apps, game mechanics and learning outcomes. This study not only attempts to shed light on the novelty of gamified learning perceived as a game-changer and key enabler of motivation, engagement, and user experience but also sought to outline the key challenges and barriers of gamification.

中文翻译:

游戏化对学习和教学的影响:经验证据的系统回顾

摘要 在学习和教学中采用游戏化被认为在激发动机、学习者参与度和社会影响方面对学习者具有广泛的吸引力。本研究试图总结学习和教学教育领域内新兴游戏化领域的最新文献的实证结果。它揭示了关于学习技术和游戏化插件新兴趋势的最新科学研究证据,同时扩展了未来研究方向的可能性,通过游戏化来彻底改变学习和教学。一项系统的文献综述检查了 2016 年至 2019 年间发表在 Web of Science 数据库中的 46 篇实证研究论文的主题和内容分析。该评论批判性地评价和评估了文献中发现的各种矛盾,并为未来研究的意义奠定了基础,以重新审视游戏化的理论基础、方法论方法、理论模型、游戏平台和应用程序、游戏机制和学习成果。这项研究不仅试图阐明被视为游戏规则改变者和动机、参与度和用户体验的关键推动者的游戏化学习的新颖性,而且还试图概述游戏化的主要挑战和障碍。游戏平台和应用程序、游戏机制和学习成果。这项研究不仅试图阐明被视为游戏规则改变者和动机、参与度和用户体验的关键推动者的游戏化学习的新颖性,而且还试图概述游戏化的主要挑战和障碍。游戏平台和应用程序、游戏机制和学习成果。这项研究不仅试图阐明被视为游戏规则改变者和动机、参与度和用户体验的关键推动者的游戏化学习的新颖性,而且还试图概述游戏化的主要挑战和障碍。
更新日期:2020-06-01
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