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Motivational Effects of Gamification Apps in Education: A Systematic Literature Review

机译:游戏化应用在教育中的励志影响:系统文献综述

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Gamification is considered by many scholars to be an effective tool for engaging individuals in teaching and learning process, organizational task, business environment, and other recreational activities. However, some students and tutors of various institutions of learning across the globe lack clear understanding on how gamification applications positively affect teaching and learning via intrinsic and extrinsic motivations. Despites all its potential benefits as suggested by prior literatures with regards to flexibility and externalization of learning process, yet some colleges and universities are not fully convinced that use of gamification elements motivate students to engage more on their learning activities which in turns change attitudes and behaviours. Hence, the need for study to extract these motivational effects of gamifications applications from the existing body of knowledge. Therefore, this study utilized some of the comprehensive databases such as ScienceDirect, Web of science, IEEE Xplore, and SpringerLink, with the aims of identifying, extracting, analyzing and highlighting the motivational effects of gamification systems in education. Out of the articles discovered, 37 were fully read and analyzed. The study results highlight the motivational effects of gamification applications in education, and found badges, levels, feedbacks, points, and leader-board to be the most pleasant elements of gamification applications that motivate individuals, as they increase participation and engagement in learning process. Finally, the study suggests area of future work.
机译:许多学者认为,许多学者都认为是一种有效的工具,用于从事教学和学习过程,组织任务,商业环境和其他娱乐活动中的个人。然而,各种学习机构的一些学生和辅导员缺乏清楚地了解通过内在和外在动机积极影响教学和学习的基础影响教学和学习。尽管对学习过程的灵活性和外部化建议的所有潜在利益,但一些高校并不完全相信,使用赌博元素的使用激励学生更多地参与他们的学习活动,这反过来改变态度和行为。因此,需要研究以从现有的知识体系中提取游戏应用的这些动机效应。因此,本研究利用了一些综合数据库,例如SciErdirect,Science,IEEE Xplore和SpringerLink,旨在识别,提取,分析和突出群组化系统在教育中的动机效果。在发现的文章中,37次完全读取和分析。该研究结果突出了娱乐应用在教育中的动机影响,以及发现徽章,水平,反馈,点和领导者,成为激励个人的游戏应用的最令人愉快的元素,因为它们增加了参与和参与学习过程。最后,该研究表明了未来的工作面积。

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