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Systematic Literature Review of Game-Based Learning: Objectives, Methods, Applications, Measurement Parameters, and Types of Games

机译:基于游戏的系统的系统文献综述:目标,方法,应用,测量参数和游戏类型

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Game-based learning, both in the form of serious games and gamification, has developed rapidly and penetrated various fields of science and it is believed by some that it can increase the human ability to learn various things, increase the effectiveness and efficiency of a job, collaboration, and positive attitudes. To be able to choose the right game as needed, a summary of knowledge about the game and its application is needed. However, to see more broadly the application of the game in various fields and the various aspects that accompany it, it takes time and effort to study and summarize it from the various existing literature, which is sometimes difficult for those who have a busy life. For this reason, in this study, a brief systematic literature review was carried out on the application of games based on several aspects using the latest literature using the DICARe method. Several research questions were asked to be answered through this literature review. The results show that the most widely proposed research objective is to study the effects of serious play or gamification in the learning field. However, there is another research objective, which is to help detect fake content, which, although it seems less significant, is very relevant to today's human life who is fond of social media. Furthermore, the area most discussed is the field of subject learning in classrooms and the most widely used assessment parameter is user experience. No type of play is overly dominant with the ratio between multi-player and single-player being 57:43. This shows that the type of game chosen to use really depends on the goals to be achieved. The results of this study are expected to provide insight and become a reference for readers in developing game-based methods.
机译:基于比赛的学习,既以严峻的游戏和赌博的形式,也发展出迅速,渗透了各种科学领域,并认为有些人可以增加人类学习各种事物的能力,提高工作的有效性和效率,合作和积极的态度。为了能够根据需要选择合适的游戏,需要了解游戏知识及其应用程序。然而,要更广泛地看到游戏在各个领域的应用以及伴随它的各个方面,所以从各种现有文献中学习和总结它需要时间和总结,这对于那些忙碌的生活有时难以困难。出于这个原因,在本研究中,在使用Dicare方法的使用最新文献的几个方面,对游戏的应用进行了简短的系统文献综述。要求通过该文献综述要求回答几项研究问题。结果表明,最广泛的研究目标是研究严重的戏剧或游戏在学习领域的影响。然而,还有另一个研究目标,这是为了帮助检测假内容,虽然它似乎不太重要,但与今天喜欢社交媒体的人类生活非常相关。此外,讨论的区域是教室中的主​​题领域,最广泛使用的评估参数是用户体验。没有多人玩家和单人与人之间的比例过度占主导地位的播放是57:43的比例。这表明选择使用的游戏类型真正取决于要实现的目标。预计本研究的结果将提供见解,并成为开发基于游戏的方法的读者的参考。

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