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Approaches and game elements used to tailor digital gamification for learning: A systematic literature review
Computers & Education ( IF 12.0 ) Pub Date : 2024-01-21 , DOI: 10.1016/j.compedu.2024.105000
Yujia Hong , Nadira Saab , Wilfried Admiraal

The systematic review examined research on tailored digital gamification for learning based on 43 peer-reviewed articles published between 2013 and 2022. The study aimed to investigate tailored approaches and game elements, contributing to the use of tailored digital gamification in educational settings. The tailored approaches were categorized as personalization, adaptation, and recommendation, with user modeling as their basis. Five clusters of game elements were employed when using these tailored approaches in digital gamified classes. The findings imply that most of the articles in this review were still in the stage of class preparation and focused on what information can be used to tailor. More empirical studies need to be conducted to examine the motivating effects of tailored digital gamifying classes, using the approaches of personalization, adaptation, and recommendation. Additionally, twenty-three game elements were found in this review study, among which reward was the most often used. Then these game elements were grouped into five clusters based on their functions, that is, performance, personal, social, ecological, and fictional cluster. A variety of game element clusters reflect multiple aspects of gamification. The use of them in each tailored approach might contribute to a better understanding and selection of game elements when tailoring digital gamification. These findings provide a holistic picture of common approaches and related game elements in tailored digital gamifying classes. Teachers and curriculum designers can benefit from this study by considering appropriate approaches and game elements.



中文翻译:

用于定制数字游戏化学习的方法和游戏元素:系统文献综述

该系统综述基于 2013 年至 2022 年期间发表的 43 篇同行评审文章,审查了定制数字游戏化学习的研究。该研究旨在调查定制方法和游戏元素,有助于在教育环境中使用定制数字游戏化。定制方法分为个性化、适应和推荐,以用户建模为基础。在数字游戏化课程中使用这些定制方法时,采用了五组游戏元素。研究结果表明,本次评论中的大多数文章仍处于备课阶段,重点关注哪些信息可以用于定制。需要进行更多的实证研究,利用个性化、适应和推荐的方法来检验定制数字游戏化课程的激励效果。此外,本次回顾研究还发现了二十三个游戏元素,其中奖励是最常使用的。然后根据功能将这些游戏元素分为五个簇,即表演簇、个人簇、社交簇、生态簇和虚构簇。多种多样的游戏元素集群体现了游戏化的多个方面。在每种定制方法中使用它们可能有助于在定制数字游戏化时更好地理解和选择游戏元素。这些发现提供了定制数字游戏化课程中常见方法和相关游戏元素的整体情况。教师和课程设计者可以通过考虑适当的方法和游戏元素从这项研究中受益。

更新日期:2024-01-21
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