■游戏化是游戏思维和游戏机制吸引学习者并解决问题的过程。这是教育和培训计划中的独特现象。教育游戏,通过在学习环境中应用游戏设计和游戏元素,激励学生学习,改善教学和学习过程。在这里,本范围审查概述了游戏化的理论基础,这对于理解成功的教育游戏的理论支柱至关重要。
■此范围审查遵循Arksey和O\'Malley的范围审查阶段。在这次审查中,检索了医学教育中的游戏化文章,这些文章隐含或明确地提出了医学教育中游戏化学习理论的基础。所以,关键词,如游戏化,学习理论,高等教育,在Scopus搜索医学教育,PubMed,WEB的科学,EMBASE,ERIC,和Cochrane图书馆从1998年到2019年3月。
■搜索显示了5416篇文章,这些文章按标题和抽象相关性进行了缩小。464篇文章进入了研究的第二阶段,在回顾了全文后,最后,仍然有10篇明确和隐含地报道了支撑学习理论的文章。
■游戏化是一种将游戏设计技术用于非游戏体验以进行更有效的学习的策略,并为教学和学习提供了更具吸引力的环境。基于学习理论设计游戏化(行为,认知,和建构主义者),让他们更有效率,并推荐学习理论在游戏化设计中的应用。
UNASSIGNED: Gamification is the process of game thinking and game mechanics to attract learners and solve problems. It is a unique growing phenomenon in education and training programs. Educational games, by application of game design and game elements in learning environments, motivate students to learn and improve the teaching and learning process. Herein, this scoping review presents an overview of the theoretical underpinnings of gamification that is crucial in understanding the theoretical pillar of successful educational games.
UNASSIGNED: This scoping review follows Arksey and O\'Malley\'s stages of scoping review. In this review, the gamification in medical education articles that implicitly or explicitly presented underpinning learning theories of gamification in medical education was retrieved. So, keywords such as gamification, learning theories, higher education, and medical education were searched in Scopus, PubMed, WEB OF SCIENCE, EMBASE, ERIC, and Cochrane Library from 1998 to March 2019.
UNASSIGNED: The search indicated 5416 articles which were narrowed down by title and abstract relatedness. 464 articles entered the second phase of the study and after reviewing their full text, finally, 10 articles which were explicitly and implicitly reported the underpinning learning theories remained.
UNASSIGNED: Gamification is a strategy using game design techniques for non-game experiences for more effective learning and provides a more attractive environment for teaching and learning. Designing gamification based on learning theories (behavioral, cognitive, and constructivist), makes them more efficient, and the application of learning theories in designing gamification is recommended.