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英语教学中游戏化应用的范围综述:与医学教育的比较探讨

A scoping review of gamified applications in English language teaching: a comparative discussion with medical education.

作者信息

Zolfaghari Zahra, Karimian Zahra, Zarifsanaiey Nahid, Farahmandi Amir Yousef

机构信息

Department of E-Learning in Medical Sciences, Virtual School, Center of Excellence in e-Learning, Student Research Committee, Shiraz University of Medical Sciences, Neshat Street, Sadra & Sina Hall, Shiraz, Iran.

Department of e- Learning in Medical Sciences, Virtual School and Center of Excellence in e-Learning, Shiraz University of Medical Sciences, Shiraz, Iran.

出版信息

BMC Med Educ. 2025 Feb 20;25(1):274. doi: 10.1186/s12909-025-06822-7.

Abstract

BACKGROUND

With the increasing integration of technology in education, understanding how gamification can enhance language learning is crucial for developing effective teaching strategies. This scoping review explored the current landscape of gamified applications within TEFL while discussing comparative insights from medical education to outline effectiveness and potential across disciplines.

METHOD

A systematic search following the PRISMA-ScR protocol was conducted across PubMed, Scopus, Web of Science, CINAHL, Cochrane Library, ERIC, and Embase databases to identify studies published between 2010 and 2024. English or Persian Quantitative, qualitative, or mixed-methods research examining interventional approaches or gamified applications in TEFL reporting on the effectiveness of these applications, detailing their design and implementation strategies, and identify the target student populations were included.

RESULTS

A total of 33 studies were included in the review, with an emphasis on their publication year, geographical distribution, study designs, delivery modes, technology utilization, gamification elements, and measurement tools. The review revealed that most publications were concentrated in 2018, with a significant number originating from Asia. The total number of students involved in the intervention studies was 2,531. Quasi-experimental pretest/posttest designs were the most common methodologies used, followed by mixed-method approaches. Online delivery emerged as the predominant mode of instruction, with mobile learning technologies frequently utilized. Feedback was identified as the most commonly employed gamification element, followed by challenges that fostered learner engagement.

CONCLUSION

The findings highlighted the effectiveness of gamified applications in enhancing motivation and engagement among language learners. Immediate feedback and interactive elements are critical components that contribute to improved learning outcomes. As interest in gamification continues to grow, further research is warranted to explore its long-term impacts and potential applications across diverse educational contexts. This review underscores the importance of integrating gamification into TEFL to create dynamic and effective learning environments.

摘要

背景

随着技术在教育领域的日益融合,了解游戏化如何提升语言学习对于制定有效的教学策略至关重要。本综述探讨了英语作为外语教学(TEFL)中游戏化应用的现状,同时讨论了医学教育的相关见解,以概述各学科的有效性和潜力。

方法

按照PRISMA-ScR协议,在PubMed、Scopus、Web of Science、CINAHL、Cochrane图书馆、ERIC和Embase数据库中进行系统检索,以识别2010年至2024年发表的研究。纳入英语或波斯语的定量、定性或混合方法研究,这些研究考察了TEFL中的干预方法或游戏化应用,报告了这些应用的有效性,详细说明了其设计和实施策略,并确定了目标学生群体。

结果

本综述共纳入33项研究,重点关注其发表年份、地理分布、研究设计、授课模式、技术应用、游戏化元素和测量工具。综述显示,大多数出版物集中在2018年,其中相当一部分来自亚洲。参与干预研究的学生总数为2531人。准实验前测/后测设计是最常用的方法,其次是混合方法。在线授课成为主要的教学模式,移动学习技术被频繁使用。反馈被确定为最常用的游戏化元素,其次是促进学习者参与的挑战。

结论

研究结果强调了游戏化应用在提高语言学习者动机和参与度方面的有效性。即时反馈和互动元素是有助于提高学习成果的关键组成部分。随着对游戏化的兴趣持续增长,有必要进一步研究以探索其长期影响和在不同教育背景下的潜在应用。本综述强调了将游戏化融入TEFL以创建动态和有效学习环境的重要性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3d06/11844052/ce94d25db87b/12909_2025_6822_Fig2_HTML.jpg

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