Systematic Review of Enjoyment Element in Health- Related Game-Based Learning

被引:6
作者
Ab Jalil, Habibah [1 ]
Nasharuddin, Nurul Amelina [2 ]
Marlisah, Erzam [1 ]
Nazan, Ahmad Iqmer Nashriq Mohd [1 ]
Ismail, Ismi Arif [3 ]
Ma'rof, Aini Marina [1 ]
Rusdi, Nur Ain Farhan Mohd [4 ]
Zaremohzzabieh, Zeinab [5 ]
机构
[1] Univ Putra Malaysia, Serdang, Malaysia
[2] Univ Putra Malaysia, Fac Comp Sci & Informat Technol, Dept Multimedia, Serdang, Malaysia
[3] Univ Putra Malaysia, Fac Educ Studies, Res & Grad Studies, Serdang, Malaysia
[4] Univ Putra Malaysia, Fac Educ Studies, Innovat Learning Sci Res Ctr Excellence INNOVATE, Serdang, Malaysia
[5] Univ Putra Malaysia, Fac Educ Studies, Serdang, Malaysia
来源
INTERNATIONAL JOURNAL OF EMERGING TECHNOLOGIES IN LEARNING | 2020年 / 15卷 / 21期
关键词
Enjoyment; Fun; Pleasure; Health Games; Health-Based Games; Serious Games; Theoretical Gaps; VIDEO GAMES; MOTIVATION; EXERGAMES; TECHNOLOGY; ENGAGEMENT; EDUCATION; STUDENTS; REALITY; PEOPLE; CHILD;
D O I
10.3991/ijet.v15i21.17345
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Educational games are often used as teaching and learning tools, with studies showing that game-based learning is widely accepted among children and teenagers. The experience of enjoyment typically associated with playing games sparks creativity, provides a deeper learning experience and allows the individual to connect various concepts, skills, and knowledge together. This paper builds upon previous studies on enjoyment in health-based gaming and aims to articulate a definition of enjoyment in gaming Drawing on Miles' taxonomy, the review further sets out to identify and bridges gaps in our theoretical understanding of enjoyment. Three theories were found to be particularly relevant for explaining the concept of enjoyment concerning health-based gaming: self-determination theory, flow theory, as well as uses and gratification theory.
引用
收藏
页码:40 / 57
页数:18
相关论文
共 65 条
[1]  
Aabom Henrik, 2014, EXPLORING INTRINSIC
[2]   Pupils' Opinions on an Educational Virtual Reality Game in Terms of Flow Experience [J].
Akman, Emrah ;
Cakir, Recep .
INTERNATIONAL JOURNAL OF EMERGING TECHNOLOGIES IN LEARNING, 2019, 14 (15) :121-137
[3]   Video games in education: Why they should be used and how they are being used [J].
Annetta, Leonard A. .
THEORY INTO PRACTICE, 2008, 47 (03) :229-239
[4]  
[Anonymous], 2008, TEENS VIDEO GAMES CI
[5]  
[Anonymous], 2010, J COMPUTER GAME CULT
[6]   Exploring how individual traits influence enjoyment in a mobile learning game [J].
Baek, Youngkyun ;
Touati, Achraf .
COMPUTERS IN HUMAN BEHAVIOR, 2017, 69 :347-357
[7]   Gamification and student motivation [J].
Buckley, Patrick ;
Doyle, Elaine .
INTERACTIVE LEARNING ENVIRONMENTS, 2016, 24 (06) :1162-1175
[8]  
Caillois R., 1961, Man, Play, and Games
[9]   Is Basic Personality Related to Violent and Non-Violent Video Game Play and Preferences? [J].
Chory, Rebecca M. ;
Goodboy, Alan K. .
CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING, 2011, 14 (04) :191-198
[10]   Enjoyment: A Conceptual Exploration and Overview of Experimental Evidence in the Context of Games for Health [J].
Crutzen, Rik ;
van't Riet, Jonathan ;
Short, Camille E. .
GAMES FOR HEALTH JOURNAL, 2016, 5 (01) :15-20