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用于提高严肃游戏在正规教育中可用性的学习分析:一项系统文献综述与研究议程。

Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda.

作者信息

Daoudi Ibtissem

机构信息

LARIA Laboratory, National School of Computer Science (ENSI), University of Manouba, Manouba, Tunisia.

出版信息

Educ Inf Technol (Dordr). 2022;27(8):11237-11266. doi: 10.1007/s10639-022-11087-4. Epub 2022 May 3.

Abstract

In recent years, the interest in the use of serious games as teaching and learning tools in traditional educational processes has increased significantly. Serious Educational Games (SEG) and Learning Analytics (LA) are gaining increasing attention from teachers and researchers, since they both can improve the learning quality. In this article, we aimed to examine, summarize and characterize the current state of the art related to the application of LA to SEGs through a systematic literature review based on a methodological instrument called PRISMA. A qualitative analysis was performed in which 80 significant papers were selected from the ScienceDirect, SpringerLink, Web of Science, and IEEE-Xplore databases. From this analysis, we identified the main features of an efficient use of SEGs in terms of success factors and learning outcomes; we also discussed the benefits and challenges of integrating LA approaches into these environments. Consequently, a new multidimensional taxonomy for using SEGs to categorize these major features was proposed. The findings of this review reveal that SEGs have a beneficial effect on students' behavior, cognition and emotion; but more future works and empirical studies investigating data science techniques are needed to improve the usability of educational games. This research and the suggested guideline recommendations may be of value to researchers and practitioners willing to deploy SEGs contributing thus to the continuous improvement of digital learning in formal education.

摘要

近年来,在传统教育过程中,将严肃游戏用作教学工具的关注度显著提高。严肃教育游戏(SEG)和学习分析(LA)越来越受到教师和研究人员的关注,因为它们都能提高学习质量。在本文中,我们旨在通过基于一种名为PRISMA的方法工具进行系统的文献综述,来审视、总结和描述与将学习分析应用于严肃教育游戏相关的当前技术现状。我们进行了定性分析,从ScienceDirect、SpringerLink、Web of Science和IEEE-Xplore数据库中筛选出80篇重要论文。通过该分析,我们从成功因素和学习成果方面确定了有效使用严肃教育游戏的主要特征;我们还讨论了将学习分析方法融入这些环境的益处和挑战。因此,我们提出了一种用于使用严肃教育游戏对这些主要特征进行分类的新的多维分类法。本次综述的结果表明,严肃教育游戏对学生的行为、认知和情感有有益影响;但需要更多未来的工作和实证研究来探究数据科学技术,以提高教育游戏的可用性。这项研究以及建议的指导方针可能对愿意部署严肃教育游戏的研究人员和从业者有价值,从而有助于正式教育中数字学习的持续改进。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3a48/9061227/4b332101862f/10639_2022_11087_Fig1_HTML.jpg

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