Use of game elements in educational contexts: a systematic review of literature

被引:0
作者
Daltro, Paulo [1 ]
Abbad, Gardenia [1 ]
机构
[1] Univ Brasilia, Brasilia, DF, Brazil
来源
LINHAS CRITICAS | 2021年 / 27卷
关键词
Education; Educational technology; Gamification; Learning; Games; ONLINE LEARNING ENVIRONMENTS; STUDENTS; GAMIFICATION; LEADERBOARDS; IMPACT; EXPERIENCES; ENGAGEMENT; MOTIVATION; CLASSROOM; REWARDS;
D O I
10.26512/lc27202136116
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
This article presents results of a literature review concerning the use of gamification in educational contexts. The research took place through a 360 degrees search, from 2010 to 2020. Only articles published in peer-reviewed journals were included in the review. The results are presented in three categories: (1) research objectives and description of educational contexts; (2) methodological characteristics; and (3) results obtained. Academic production on gamification involves cognitive learning measures, such as acquisition and retention and affective measures such as engagement and motivation.
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页数:19
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