[1]徐 杰,杨文正,李美林,等.国际游戏化学习研究热点透视及对我国的启示与借鉴——基于Computers & Education(2013-2017)载文分析[J].远程教育杂志,2018,(06):073-83.[doi:10.15881/j.cnki.cn33-1304/g4.2018.06.008]
 Xu Jie,Yang Wenzheng,Li Meilin,et al.Focused Areas of International Game-based Learning and Its Enlightenment to China:Analysis of Computers & Education Articles between 2013 and 2017[J].Distance Education Journal,2018,(06):073-83.[doi:10.15881/j.cnki.cn33-1304/g4.2018.06.008]
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国际游戏化学习研究热点透视及对我国的启示与借鉴——基于Computers & Education(2013-2017)载文分析()
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《远程教育杂志》[ISSN:1006-6977/CN:61-1281/TN]

卷:
期数:
2018年06期
页码:
073-83
栏目:
国际视野
出版日期:
2018-11-20

文章信息/Info

Title:
Focused Areas of International Game-based Learning and Its Enlightenment to China:Analysis of Computers & Education Articles between 2013 and 2017
作者:
徐 杰; 杨文正; 李美林; 马映梅
云南师范大学 信息学院,云南昆明 650500
Author(s):
Xu Jie; Yang Wenzheng; Li Meilin; Ma Yingmei
School of Information Science and Technology, Yunnan Normal University, Kunming, Yunnan 650500
关键词:
游戏化学习Computers & Education共词分析聚类分析文本内容分析
Keywords:
Game-based Learning Computers & Education Co-word Analysis Cluster Analysis Text Content Analysis
分类号:
G420
DOI:
10.15881/j.cnki.cn33-1304/g4.2018.06.008
文献标志码:
A
摘要:
通过选取Computers & Education杂志2013-2017年期间刊载的游戏化学习文献,对其进行共词分析、聚类分析和文本内容分析。研究发现:国际游戏化学习的研究热点主要集中在价值认知、资源的设计与开发、应用领域与方式、效果评价以及新技术嵌入五个方面。基于国际游戏化学习研究热点及其与国内研究的横向比较,提出未来我国游戏化学习研究的建议:关注游戏化学习的价值认知,提升用户对游戏化学习的认可度;重视游戏化学习资源的设计与开发,为游戏化学习的应用提供优质载体;拓宽游戏化学习的应用范围,促进游戏(化)在教育领域中的深度应用;多维度构建游戏化学习的评价机制,增强评价的有效性、可靠性和精确性;加强技术嵌入的游戏化学习应用研究,抓住新兴技术为游戏化学习研究带来的新机会。
Abstract:
Game-based learning (GBL) is a new way of learning that integrates game elements into learning activities. The study was conducted by using the methods of co-word analysis, cluster analysis and text content analysis of the relevant literature published in Computers & Education between 2013 and 2017. The results show that international GBL research focuses on five branch fields which are the value perception, the design and development of resources, the areas and ways of applications, the effect evaluation and new technology embedding. Based on the focused areas of international GBL and its horizontal comparison analysis with domestic research, this paper puts forward some suggestions for the study of future domestic GBL: firstly, the domestic research on GBL should pay attention to the value perception of GBL and improve users’ recognition of GBL; secondly, it should attach great importance to the design and development of GBL resources, and provide good carriers for the applications of GBL; thirdly, it should broaden the application scope of GBL and promote the deep application of games(gamification) in education field; fourthly, it should construct the evaluation mechanism of GBL multidimensionally to enhance the effectiveness, reliability and accuracy of evaluation; fifthly, it should also strengthen the study of technology embedded GBL application, and grasp the new opportunities brought by such new technologies for GBL study.

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备注/Memo

备注/Memo:
基金项目:本文系国家自然科学基金项目“民族地区优质数字教育资源均等化配置机制研究:系统动力学建模与政策仿真”(项目编号:71764036);中国博士后科学基金第11批特别资助项目“数字教育资源精准服务模式及关键技术研究”(项目编号:2018T111003);中国博士后科学基金第62批面上资助项目“基于系统动力学的民族县域数字教育资源均等化配置研究”(项目编号:2017M623080)的研究成果。
更新日期/Last Update: 1900-01-01