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游戏化有用吗——教育领域实证研究的比较分析 被引量:12

Is Gamification Effective——A Comparison of Related Empirical Studies in Education
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摘要 到目前为止,在以往教育领域的实证研究中,游戏化是否能够提高学生的学习效果还没有形成一致结论。通过文献分析,我们发现以往的研究之所以无法行成一致结论,主要是因为没有深入分析如下四点重要因素:(1)学习动机,(2)不同活动特征,(3)游戏化系统使用时间,(4)用户特征。因此,我们建议在将来的研究中应该从动机出发,分析不同游戏化设计机制对学习动机的影响;考虑不同活动的特征,识别对于什么样的活动游戏化最为有效;从使用时间出发,分析游戏化应用长期使用和短期采纳之间的差异;对于不同特征的用户,识别游戏化对学习效果的不同作用。 Empirical research has not yielded consistent conclusion on whether gamification can improve students" learning. By reviewing literature, we concluded that the reason that previous studies had not researched a consistent conclusion was the lack of deep analysis of four factors:(1)learning motivation, (2)the features of different activities,(3)time duration of using game application,(4)students" characteristics. Therefore, we suggested that future research needed to: analyze the influence of the mechanism of game design on learning motivation; identify the most effective gamification of considering the characteristics of various activities; analyze the difference term use of games; and examine the effects of gamification on the learning .
出处 《电化教育研究》 CSSCI 北大核心 2016年第11期85-92,共8页 E-education Research
基金 2012年国家自然科学基金资助项目"线上线下互动对老年人在虚拟社区知识分享的影响研究"(项目编号:71273265) 2013年国家社会科学基金资助重大项目"国家数字档案资源整合与服务机制研究子课题协同创新框架建构"(项目编号:13&ZD184)
关键词 游戏化 教育 培训 动机 Gamification Education Training Motivation different kinds of activities by between long-term and short- utcome of different learners.
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参考文献29

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二级参考文献65

  • 1田爱奎,杨瑛霞,夏天,张际平.数字化游戏学习的发展及展望[J].电化教育研究,2006,27(1):37-41. 被引量:50
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  • 4Jeff Dunn.Survey Results: 67% Educators Report Flipped Classroom Improves Test Scores [EB/OL]. [2012-06-27].http://edudemic.com/ 2012/06/survey -results -67 -educators -report -flipped -classroom -im- proves-test-scores/.
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