On the Pre-Perception of Gamification and Game-Based Learning in Higher Education Students: A Systematic Mapping Study

被引:0
作者
Henry, John [1 ,2 ]
Li, Fujia [3 ]
Arnab, Sylvester [4 ]
机构
[1] Manchester Metropolitan Univ, Dept Comp & Math, Manchester M1 5GD, England
[2] Manchester Metropolitan Univ, Games Sci Lab, Manchester, England
[3] Univ Exeter, Business Sch, Entrepreneurship, Exeter, England
[4] Ctr Postdigital Cultures, Coventry, England
关键词
gamification; game-based learning; higher education; student perception; systematic mapping; ENGAGEMENT; ACCEPTANCE; CLASSROOM; ATTITUDES;
D O I
10.1177/10468781241271082
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Background The fields of gamification and game-based learning are growing and changing quickly, with researchers investigating the use of gamification in education using various methods and in numerous case studies, however, no research investigates the significance pre-perception of higher education students has in gamification, game-based learning, and serious games studies.Objective We perform a systematic mapping to identify the gaps in our understanding on the effects of pre-perception in gamification, focusing on the under-researched area of gamification and game-based learning applications for higher education.Results We present three main findings: (1) Current research on the effects of higher education's students' pre-perception of gamification and game-based learning are limited. (2) The limited available research indicates perception towards gamification and game-based learning in participants may impact on the effectiveness of game-based solutions, but more research is required to better understand the relationship. (3) A significant body of new research work is required to examine how student perception can affect the effectiveness of gamification and game-based learning solutions in higher education.Conclusion Our understanding of the effect pre-perception may have on the results reported by research on gamification applications for higher education is limited. We encourage more, non-empirical research, to be conducted around pre-perception, and more research that considers gamification and game-based learning applications for higher education.
引用
收藏
页码:985 / 1010
页数:26
相关论文
共 68 条
[61]  
Thi Van Pham A., 2021, 2021 3 INT C MOD ED, P120, DOI DOI 10.1145/3468978.3468998
[62]  
Thi Van Pham A., 2021, 2021 5 INT C ED MULT, P5
[63]   The Gamification User Types Hexad Scale [J].
Tondello, Gustavo F. ;
Wehbe, Rina R. ;
Diamond, Lisa ;
Busch, Marc ;
Marczewski, Andrzej ;
Nacke, Lennart E. .
CHI PLAY 2016: PROCEEDINGS OF THE 2016 ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY, 2016, :229-243
[64]  
Tuparova D, 2020, 2020 43RD INTERNATIONAL CONVENTION ON INFORMATION, COMMUNICATION AND ELECTRONIC TECHNOLOGY (MIPRO 2020), P1579, DOI 10.23919/MIPRO48935.2020.9245251
[65]   A Systematic Review of Serious Games in Training Health Care Professionals [J].
Wang, Ryan ;
DeMaria, Samuel, Jr. ;
Goldberg, Andrew ;
Katz, Daniel .
SIMULATION IN HEALTHCARE-JOURNAL OF THE SOCIETY FOR SIMULATION IN HEALTHCARE, 2016, 11 (01) :41-51
[66]   Fun and games in higher education: an analysis of UK student perspectives [J].
Whitton, Nicola ;
Langan, Mark .
TEACHING IN HIGHER EDUCATION, 2019, 24 (08) :1000-1013
[67]   The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons [J].
Yildirim, Ibrahim .
INTERNET AND HIGHER EDUCATION, 2017, 33 :86-92
[68]   Modelling the acceptance of fully autonomous vehicles: A media-based perception and adoption model [J].
Zhu, Ge ;
Chen, Yuche ;
Zheng, Jiali .
TRANSPORTATION RESEARCH PART F-TRAFFIC PSYCHOLOGY AND BEHAVIOUR, 2020, 73 (73) :80-91