首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   209篇
  免费   2篇
教育   86篇
科学研究   108篇
体育   3篇
文化理论   2篇
信息传播   12篇
  2023年   1篇
  2022年   2篇
  2021年   6篇
  2020年   3篇
  2019年   3篇
  2018年   14篇
  2017年   5篇
  2016年   9篇
  2015年   6篇
  2014年   7篇
  2013年   28篇
  2012年   12篇
  2011年   8篇
  2010年   5篇
  2009年   6篇
  2008年   9篇
  2007年   9篇
  2006年   5篇
  2005年   6篇
  2004年   5篇
  2003年   4篇
  2002年   3篇
  2001年   4篇
  2000年   10篇
  1999年   3篇
  1998年   5篇
  1997年   4篇
  1996年   4篇
  1995年   4篇
  1994年   1篇
  1993年   1篇
  1992年   5篇
  1991年   1篇
  1990年   1篇
  1989年   4篇
  1986年   1篇
  1985年   1篇
  1979年   2篇
  1977年   1篇
  1976年   1篇
  1968年   1篇
  1964年   1篇
排序方式: 共有211条查询结果,搜索用时 0 毫秒
211.
While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to the use of gamification and game-based learning by university educators. A search of multiple databases (Web of Science, Scopus and EBSCO (Business Source Complete; ERIC; Library, Information Science & Technology Abstracts)) identified 1330 articles, with 1096 retained after duplicates were removed. Seventeen articles (11 quantitative, two mixed-methods and four qualitative) were included in the systematic review. The primary drivers described by the educators that positively influenced their gamification and game-based learning usage were their beliefs that it encourages student interactions and collaborative learning; provides fun and improves engagement; and can easily be used by students. Alternatively, the university educators' major barriers included a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues. Many of these and other less commonly reported drivers and barriers can be categorised as attitudinal, design-related or administrative in nature. Such categorisations may assist university educators, teaching support staff and administrators in better understanding the primary factors influencing the utilisation of gamification and game-based learning and develop more effective strategies to overcome these barriers to its successful implementation.

Practitioner notes

What is already known about this topic

  • Gamification and game-based learning may have many benefits for university students.
  • The majority of university educators do not routinely use gamification and game-based learning in their teaching.

What this paper adds

  • University educators' major drivers that positively influence the use of gamification and game-based learning include their perceptions that it encourages student interactions and collaborative learning, provides fun and improves engagement and can easily be used by students.
  • University educators' major barriers that negatively influence the use of gamification and game-based learning include their perceptions of a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues.
  • These drivers and barriers may be classified as attitudinal, design-related and administrative, with these categories providing a useful way for universities to develop strategies to better support educators who wish to use these approaches in their teaching.

Implications for practice and policy

  • Attitudinal factors such as university educators' intention to use gamification and game-based learning are influenced by a host of their perceptions including attitude, perceived usefulness and ease of use.
  • A range of design-related and administrative barriers may need to be overcome to increase the use of gamification and game-based learning in the university sector.
  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号