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Didactics 2.0: A Pedagogical Analysis of Gamification Theory from a Comparative Perspective with a Special View to the Components of Learning

机译:Didactics 2.0:游戏化理论的教学分析,比较视角,特别是学习的组成部分

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However the term gamification has swept over the horizon of management sciences like a comet in recent years, the scope of the development of the theory remained strictly attached to raise the level of engagement in the learning (Zichermann, 2011; Kapp, 2012) or purchasing (Bogost, 2011) process or define a new marketing tool to reach the customer of the twenty-first century (Zichermann, 2010). Unfortunately the theory has not been studied as a learning theory nor a complex pedagogical phenomena until now, despite many elements of gamification might also be interpreted as principles of a unique and innovative theoretical basis to address and handle the new generation of learners and interpret the components of the learning process. This article intends to study gamification as the 5th learning theory by making comparison with the behaviourist, cognitivist, constructivist and connectivist approaches along each element of the learning process. As the real value of the theories can only be judged by the following effects mainly based on the response to contemporary problems and challenges of society, the social, cultural, economic and technological environment must not be underestimated and should be taken into account from the beginning if the aim is to make grounds for a new finding, such as gamfication as a learning theory which is a completely new interpretation. So the first part of the article explains the social and cultural trends, which could be better addressed by the application of gamification theory in education than with the previous concepts. The second seeks to raise gamification among the learning theories, and the third makes suggestions to launch further research based on the new insights and frame some possible ways to the future application.
机译:然而,近年来,“游戏化”一词已像彗星一样席卷了管理科学的视野,该理论的发展范围仍然严格地固定下来,以提高对学习的参与程度(Zichermann,2011; Kapp,2012)。 (Bogost,2011年)处理或定义一种新的营销工具,以触及二十一世纪的客户(Zichermann,2010年)。不幸的是,尽管游戏化的许多要素也可能被解释为解决和处理新一代学习者并解释其组成部分的独特且创新的理论基础的原理,但到目前为止,该理论尚未作为学习理论或复杂的教学现象进行研究。学习过程。本文打算通过在学习过程的每个要素上与行为主义,认知主义,建构主义和连接主义方法进行比较,来研究游戏化作为第五种学习理论。由于理论的真正价值只能通过以下效应来判断,这些效应主要基于对当代问题和社会挑战的反应,因此,不应从低估社会,文化,经济和技术环境,而应从一开始就将其考虑在内目的是为新发现奠定基础,例如游戏化作为一种​​学习理论,这是一种全新的解释。因此,本文的第一部分解释了社会和文化趋势,将游戏化理论应用到教育中可以比以前的概念更好地解决。第二个寻求在学习理论之间提高游戏化程度,第三个提出基于新的见解开展进一步研究的建议,并提出一些可能的应用方式。

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