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Systematic Literature Review: An Exploration of Gamification in the Context of Engineering Education

机译:系统文献综述:在工程教育背景下对游戏的探索

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Gamification - the application of game design elements to real-world situations not commonly associated with games - is quickly expanding in the world of education. With excellent potential to engage students, gamification has achieved a strong footing in K-12 research, due largely to the grassroots efforts of non-profit organizations and public school teachers who advocate it in classroom design. However, little effort exists to explore the implications of gamification within the realm of higher education - and especially engineering education - whose potential benefits from gamification meet or exceed those of the K-12 system. By synthesizing literature within engineering education and gamification, this paper analyzes the state of the literature and explores the fit of gamification to learning in the engineering context. To this end, two facets of gamification are defined and explored: Motivational Gamification, where game elements meant to motivate particular behaviors are applied to classroom design, and Digital Game-Based Learning (DGBL), where video games themselves are used as learning tools. A case is developed to highlight key areas of research in contemporary engineering education, such as the development of complex problem-solving skills, and identify areas where gamification is being applied to these dilemmas. Future areas of research are also proposed.
机译:Gamification - 游戏设计元素在与游戏中的实际情况上的应用 - 在教育领域很快扩大。凭借出色的潜力,可以参与学生,博彩在K-12研究中取得了很强的基础,这主要是由于非营利组织和公立学校教师在课堂设计中的非营利组织和公立学校教师的努力。但是,探讨了博彩在高等教育领域内的群体的努力 - 特别是工程教育 - 群体的潜在利益符合或超过K-12系统的潜在利益。通过在工程教育和娱乐中综合文献,本文分析了文献的状态,并探讨了在工程背景下对学习的游戏处理。为此,定义和探索了两种游戏规则:激励游戏,其中游戏元素适用于特定行为的游戏元素适用于教室设计和基于数字游戏的学习(DGBL),其中视频游戏本身被用作学习工具。开发了一个案例,以突出当代工程教育的关键研究,如复杂问题解决技巧的发展,并确定对这些困境应用游戏的领域。还提出了未来的研究领域。

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