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职业教育与培训中的游戏化和基于游戏的学习:一项系统文献综述。

Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review.

作者信息

Dahalan Fazlida, Alias Norlidah, Shaharom Mohd Shahril Nizam

机构信息

Department of Curriculum and Instructional Technology, Faculty of Education, Jln Profesor Diraja Ungku Aziz, University Malaya, 50603 Kuala Lumpur, Malaysia.

出版信息

Educ Inf Technol (Dordr). 2023 Jan 12:1-39. doi: 10.1007/s10639-022-11548-w.

Abstract

Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons. When it comes to learning, being focused and immersed can massively improve a student's experience. The purpose of this study is to map the emerging trends of gamification and game-based learning (GBL) in the Vocational and Education Training (VET) sector. For this purpose, a Systematic Literature Review was conducted through the three most relevant scientific databases - Web of Science, Scopus, ScienceDirect, and PubMed with Google Scholar as a supporting database. The obtained sample was further selected following the PRISMA guidelines with screening and eligibility processes conducted based on inclusion criteria that were defined with consideration to the research's aim. This review comprised seventeen studies. The findings revealed a growing interest in the Asian continents in research from 2020 onwards. Furthermore, most of the study is centred on vocational schools and colleges in the engineering and healthcare fields. According to the overview, the digital learning platform and simulation technology are the most promising tools used in the research. The findings support the conclusion that gamification and game-based learning can improve academic performance, engagement, and motivation in vocational education learners. As a result, this study suggests that more research is needed to determine the gamification strategies that are most suited for vocational education and learning.

摘要

几个世纪以来,游戏一直被用作一种学习工具。由于多种原因,游戏化和基于游戏的学习在教育环境中变得越来越突出。在学习方面,专注和沉浸可以极大地改善学生的体验。本研究的目的是梳理职业教育培训(VET)领域中游戏化和基于游戏的学习(GBL)的新兴趋势。为此,通过三个最相关的科学数据库——科学网、Scopus、ScienceDirect以及以谷歌学术为辅助数据库的PubMed进行了系统文献综述。根据PRISMA指南进一步选取获得的样本,并根据考虑到研究目的而定义的纳入标准进行筛选和资格审查过程。该综述包括十七项研究。研究结果显示,从2020年起亚洲大陆对该研究的兴趣日益浓厚。此外,大多数研究集中在工程和医疗保健领域的职业学校和学院。根据综述,数字学习平台和模拟技术是该研究中最有前景的工具。研究结果支持了游戏化和基于游戏的学习可以提高职业教育学习者的学业成绩、参与度和动机这一结论。因此,本研究表明需要更多研究来确定最适合职业教育和学习的游戏化策略。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/16f0/9838474/7661d024aa4a/10639_2022_11548_Fig1_HTML.jpg

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