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Systematic Review of Enjoyment Element in Health-Related Game-Based Learning

机译:基于健康相关的游戏学习中的享受元素的系统审查

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Educational games are often used as teaching and learning tools, with studies showing that game-based learning is widely accepted among children and teenagers. The experience of enjoyment typically associated with playing games provides for a deeper learning experience and allows the individual to connect various concepts, skills, and knowledge, as well as sparking creativity. This paper builds upon previous studies of enjoyment in health-based gaming and aims to articulate a definition of enjoyment in gaming. Drawing on Miles’ taxonomy, the review further set out to identify and bridge gaps in our theoretical understanding of enjoyment. Three theories were found to be particularly relevant for explaining the concept of enjoyment in relation to health-based gaming: self-determination theory, flow theory, and uses and gratification theory.
机译:教育游戏经常被用作教学和学习工具,研究显示基于游戏的学习在儿童和青少年之间被广泛接受。通常与玩游戏相关的享受的经验提供了更深层次的学习经验,并允许个人连接各种概念,技能和知识以及引发创造力。本文在以前在基于卫生游戏的享受的享受的研究中建立了旨在阐明游戏中享受的定义。绘制在里程的分类法,审查进一步阐述了在我们对享受的理论理解中识别和弥补差距。发现三种理论尤其相关,以解释与基于卫生的游戏相关的享受概念:自我确定理论,流动理论和使用和满足理论。

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