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Role of gamification in Engineering Education: A systematic literature review

机译:游戏在工程教育中的作用:系统文献综述

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This systematic review leverages “Preferred Reporting Items for Systematic Reviews and Meta-Analyses” (PRISMA) method as a way to evaluate and map the state of the art of gamification strategies that are used in engineering studies. This research will correspond to the following research questions; (1) are there any commonly used techniques of gamification in engineering education? (2) What are the state-of-the-art practices in engineering education in terms of gamification? (3) Is gamification a useful teaching strategy in engineering education? Through answering these questions, the study offers insight to the lecturers on adapting current gamification techniques, efficient and effective way of utilizing this education strategy, and provide further research venues for future academic endowers.
机译:这种系统审查利用“用于系统评价和荟萃分析的首选报告项目”(PRISMA)方法,作为评估和绘制在工程研究中使用的娱乐策略领域的方式。 该研究将符合以下研究问题; (1)工程教育是否有常用的娱乐技术? (2)游戏化方面的工程教育最先进的实践是什么? (3)博彩是工程教育中有用的教学策略吗? 通过回答这些问题,研究向讲师介绍了调整当前的娱乐技术,高效有效的利用这种教育战略的方式,并为未来的学术罪行提供进一步的研究场所。

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