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Two decades of game concepts in digital learning environments -A bibliometric study and research agenda

机译:数字学习环境中的二十年的游戏概念 - 生学计量和研究议程

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摘要

In recent years, using game concepts for educational purposes in digital environments has become continually more popular and relevant. Games can be used to motivate and engage users in regular system use and, in the end, support learners in achieving better learning outcomes. In this context, different kinds of game concepts exist, such as gamification or serious games, each with a different perspective and usefulness in digital learning environments. Because developing and using with game concepts in digital learning environments has recently become more important, and developing them is still not fully established, questions arise about future research directions involving games in digital learning. Therefore, this study aims to identify the state of the field and determine what is relevant when using game concepts in digital learning. To achieve this goal, we present the results of a bibliometric analysis considering more than 10,000 articles between 2000 and 2019 and summarize them to develop a research agenda. This agenda supports researchers and practitioners in identifying avenues for future research. We contribute to theory by providing a detailed understanding of the relevance of game concepts in digital learning. We propose a research agenda to assist researchers in planning future approaches with and about gamification concepts in digital learning. Practical implications are proposed by demonstrating what should be considered when using game concepts in learning environments.
机译:近年来,在数字环境中使用用于教育目的的游戏概念已经不断流行和相关。游戏可用于激励和参与常规系统使用中的用户,并且最终支持学习者实现更好的学习结果。在这种情况下,存在不同种类的游戏概念,例如游戏处理或严肃的游戏,每个游戏都具有不同的视角和在数字学习环境中的有用性。由于在数字学习环境中的开发和使用游戏概念最近变得更加重要,而且开发它们仍然没有完全建立,所以关于涉及数字学习游戏的未来研究方向出现的问题。因此,本研究旨在识别现场的状态,并确定在数字学习中使用游戏概念时相关的内容。为实现这一目标,我们展示了在2000年至2019年之间超过10,000篇文章的生学表分析的结果,并总结了他们制定研究议程。该议程支持研究人员和从业者识别未来研究的途径。我们通过提供对数字学习中游戏概念的相关性的详细了解的理论。我们提出了一项研究议程,以协助研究人员规划未来的数字学习中的游戏理念。通过演示在学习环境中使用游戏概念时应该考虑的实际意义提出了实际意义。

著录项

  • 来源
    《Computers & education》 |2021年第11期|104296.1-104296.23|共23页
  • 作者单位

    Univ Kassel Res Ctr Design ITeG Informat Syst Pfannkuchstr 1 D-34121 Kassel Germany;

    Univ Eastern Finland Sch Comp Joensuu Campus Yliopistokatu 2 POB 111 FI-80100 Joensuu Finland|KTH Royal Inst Technol Sch Elect Engn & Comp Sci Media Technol & Interact Design Lindstedtsvagen 3 SE-10044 Stockholm Sweden;

    Univ St Gallen Inst Informat Management Muller Friedbergstr 8 CH-9000 St Gallen Switzerland;

  • 收录信息
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    Games; Simulations; Mobile learning; Gamification; Game concepts; Bibliometric study;

    机译:游戏;模拟;移动学习;赌博;游戏概念;伯格计研究;
  • 入库时间 2022-08-19 02:55:29

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