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Problem Based Learning Using Gamification: A Systematic Literature Review

机译:使用游戏化的基于问题的学习:系统文献综述

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Information technology applications have been carried out as learning objectives to improve the quality of education in schools and universities. From year to another year, new problems will arise which are related to learning methods for students. Learning systems with traditional methods carried out by the instructors are felt to be not too effective to increase learning motivation from students. This can affect understanding, increasing knowledge and values of some students. Active learning methods have now begun to be designed and carried out to replace traditional learning methods. Students are expected to actively participate in learning by being supervised by the instructor. One active learning is problem-based learning. Problem-based learning uses problems as a context for students to think critically and problem solving skills. In the problem-based learning method can be included elements of the game so that students are invited to learn while playing. The game can foster students' interest and pleasure in learning. The study was conducted in a literature study on previous research articles that had been published from 2014 to 2019. Previous research articles were obtained from several journal databases e.g. Science Direct, IEEE Xplore, Springer Link, ACM Digital Library, and Scopus. Objective of this study is to find affordances, technology and learning outcomes of PBL using gamification.
机译:信息技术的应用已经作为学习目标,以提高学校和大学的教育质量。一年又一年,将出现与学生学习方法有关的新问题。教员采用传统方法进行的学习系统被认为不太有效,无法增加学生的学习动力。这会影响某些学生的理解,增进知识和价值观。现在已经开始设计和执行主动学习方法来代替传统的学习方法。期望学生在老师的指导下积极参与学习。一种主动学习是基于问题的学习。基于问题的学习以问题为背景,让学生进行批判性思考和解决问题的技能。在基于问题的学习方法中,可以包含游戏元素,以便邀请学生在玩耍时学习。该游戏可以激发学生的学习兴趣和乐趣。这项研究是针对2014年至2019年发表的先前研究文章进行的文献研究。先前的研究文章是从多个期刊数据库(例如Science Direct,IEEE Xplore,Springer Link,ACM数字图书馆和Scopus。这项研究的目的是通过游戏化来发现PBL的能力,技术和学习成果。

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