How to Implement Game-Based Learning in a Smart Classroom? A Model Based on a Systematic Literature Review and Delphi Method

被引:17
作者
Pan, Liuxia [1 ]
Tlili, Ahmed [2 ]
Li, Jiaping [1 ]
Jiang, Feng [1 ]
Shi, Gaojun [1 ]
Yu, Huiju [3 ]
Yang, Junfeng [1 ]
机构
[1] Hangzhou Normal Univ, Jing Hengyi Sch Educ, Hangzhou, Peoples R China
[2] Beijing Normal Univ, Smart Learning Inst, Beijing, Peoples R China
[3] Hangzhou Normal Univ, Sch Marxism, Hangzhou, Peoples R China
来源
FRONTIERS IN PSYCHOLOGY | 2021年 / 12卷
关键词
games-based learning; smart classroom; teaching model; smart learning environment; education game; DIGITAL EDUCATIONAL GAMES; DESIGN; ACHIEVEMENT; ENVIRONMENT; GAMIFICATION; ENGAGEMENT; MOTIVATION; EXPERIENCE; FRAMEWORK; IMPACT;
D O I
10.3389/fpsyg.2021.749837
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Game-based learning (GBL) can allow learners to acquire and construct knowledge in a fun and focused learning atmosphere. A systematic literature review of 42 papers from 2010 to 2020 in this study showed that the current difficulties in implementing GBL in classrooms could be classified into the following categories: infrastructure, resources, theoretical guidance, teacher's capabilities and acceptance of GBL. In order to solve the above problems, the study constructs a technology enhanced GBL model, from the four parts of learning objective, learning process, learning evaluation, and smart classroom. In addition, this study adopted the Delphi method, inviting a total of 29 scholars, experts, teachers and school managers to explore how to implement GBL in smart classrooms. Finally, the technology enhanced GBL model was validated and the utilization approaches were provided at the conclusion part.
引用
收藏
页数:13
相关论文
共 112 条
[1]   Systematic Review of Enjoyment Element in Health- Related Game-Based Learning [J].
Ab Jalil, Habibah ;
Nasharuddin, Nurul Amelina ;
Marlisah, Erzam ;
Nazan, Ahmad Iqmer Nashriq Mohd ;
Ismail, Ismi Arif ;
Ma'rof, Aini Marina ;
Rusdi, Nur Ain Farhan Mohd ;
Zaremohzzabieh, Zeinab .
INTERNATIONAL JOURNAL OF EMERGING TECHNOLOGIES IN LEARNING, 2020, 15 (21) :40-57
[2]   Specification of a Managing Agent of Emergent Serious Games for a Smart Classroom [J].
Aguilar, Jose ;
Altamiranda, Junior ;
Diaz, Francisco .
IEEE LATIN AMERICA TRANSACTIONS, 2020, 18 (01) :51-58
[3]  
Ahmad M, 2015, J INF COMMUN TECHNOL, V14, P123
[4]  
Alessi S.M., 2001, MULTIMEDIA LEARNING, V3rd
[5]   Teachers' Experience and Reflections on Game-Based Learning in the Primary Classroom: Views from England and Italy [J].
Allsop, Yasemin ;
Jessel, John .
INTERNATIONAL JOURNAL OF GAME-BASED LEARNING, 2015, 5 (01) :1-17
[6]   The use of computer games as an educational tool: identification of appropriate game types and game elements [J].
Amory, A ;
Naicker, K ;
Vincent, J ;
Adams, C .
BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY, 1999, 30 (04) :311-321
[7]  
Amory A., 2003, South African Journal of Higher Education, V17, P206
[8]  
Amstutz D.D., 1999, NEW DIRECTIONS ADULT, V82, P19
[9]   Investigating the impact of video games on high school students' engagement and learning about genetics [J].
Annetta, Leonard A. ;
Minogue, James ;
Holmes, Shawn Y. ;
Cheng, Meng-Tzu .
COMPUTERS & EDUCATION, 2009, 53 (01) :74-85
[10]  
[Anonymous], 1970, Serious games: The art and science of games that simulate life in industry, government and education