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A Systematic Literature Review of Qualitative Gamification Studies in Higher Education

机译:高等教育定性群体研究的系统文献综述

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Gamification can heighten student motivation and make learning more engaging. Several literature reviews focus on the effects of gamification; however, no work to date has been done that exclusively examine qualitative studies in higher education. In this paper, we systematically review existing literature on gamification in Information Systems (IS) research to identify qualitative topics studied. We synthesise relevant studies with the concept of an information ecology to show how important sociocultural dimensions and participatory design are for sustainable and successful gamification in higher education. We deploy Hermeneutics as a theoretical lens. The hermeneutic circle, in particular, allows us to understand a complex 'whole' of a gamification information ecology from presuppositions about the sociocultural dimensions of its 'parts', and their interconnectedness. The paper furthermore argues for iterative methodologies to assist designers, practitioners and users to co-evolve towards a sustainable gamification solution. Iterative methodologies typically take highly participatory and cyclic approaches that allow stakeholders to systematically investigate and develop effective and sustainable solutions.
机译:赌博能力可以提高学生动机,并使学习更加吸引力。一些文学评论专注于博彩的影响;但是,没有迄今为止的工作,这完全研究了高等教育的定性研究。在本文中,我们系统地查看了信息系统中的游戏处理的现有文献(是)研究,以确定所研究的定性主题。我们用信息生态学的概念综合了相关研究,以表明社会文化维度和参与式设计如何适合高等教育的可持续和成功的娱乐。我们将诠释学部署为理论镜头。特别是诠释学圈子允许我们从关于其“零件”的社会文化维度的预设和互联的社会文化维度的预设中,了解娱乐信息生态的复杂的“整体”。此文件还争辩说明迭代方法,以协助设计师,从业者和用户共同发展朝着可持续的娱乐解决方案。迭代方法通常采取高度参与性和循环方法,使利益相关者能够系统地调查和发展有效和可持续的解决方案。

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