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Is Gamification a Magic Tool?: Illusion, Remedy, and Future Opportunities in Enhancing Learning Outcomes during and beyond the COVID-19
http://hdl.handle.net/10098/00028781
http://hdl.handle.net/10098/00028781e01efcdf-f490-474f-be5d-b0e7df4f7bfa
名前 / ファイル | ライセンス | アクション |
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BD10125979 (1.3 MB)
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Item type | 学術雑誌論文 / Journal Article(1) | |||||
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公開日 | 2021-09-17 | |||||
タイトル | ||||||
タイトル | Is Gamification a Magic Tool?: Illusion, Remedy, and Future Opportunities in Enhancing Learning Outcomes during and beyond the COVID-19 | |||||
言語 | ||||||
言語 | eng | |||||
キーワード | ||||||
言語 | en | |||||
主題Scheme | Other | |||||
主題 | curriculum design | |||||
キーワード | ||||||
言語 | en | |||||
主題Scheme | Other | |||||
主題 | gamification | |||||
キーワード | ||||||
言語 | en | |||||
主題Scheme | Other | |||||
主題 | COVID-19 lockdown | |||||
キーワード | ||||||
言語 | en | |||||
主題Scheme | Other | |||||
主題 | massively multiplayer online (MMO) | |||||
資源タイプ | ||||||
資源タイプ識別子 | http://purl.org/coar/resource_type/c_1843 | |||||
資源タイプ | other | |||||
著者 |
Oe, Hiroko
× Oe, Hiroko× Takemoto, Takuji× Ridwan, Muhammad |
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抄録 | ||||||
内容記述タイプ | Abstract | |||||
内容記述 | Gamification in education has been discussed with potential for further implementation at universities; however, practical suggestions concerning which key issues educators need to consider has far not been shared in academia. This study applied a qualitative approach using interview data with 24 students who participated in the business class with games as learning measures. It has found that most of them believed that gamification could be useful in reinforcing key themes and topics after having learnt them through traditional means: They appreciated the games as a supportive measure to ‘glue’ key knowledge to their learning. A significant drawback that they emphasised was that taking notes is not easy while they are involved in games, which made them unconfident and uncertain about the learning outcome. As a result, a conceptual framework for pedagogy stakeholders was proposed for further discussion of how to design a gamification-based curriculum effectively. | |||||
書誌情報 |
Budapest International Research and Critics in Linguistics and Education (BirLE) Journal 巻 3, 号 3, p. 1401-1414, 発行日 2020-08 |
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出版者 | ||||||
出版者 | BIRCU Publisher | |||||
ISSN | ||||||
収録物識別子タイプ | ISSN | |||||
収録物識別子 | e-ISSN: 26551470 | |||||
ISSN | ||||||
収録物識別子タイプ | ISSN | |||||
収録物識別子 | p-ISSN: 26552647 | |||||
DOI | ||||||
関連タイプ | isVersionOf | |||||
識別子タイプ | DOI | |||||
関連識別子 | https://doi.org/10.33258/birle.v3i3.1198 | |||||
関連サイト | ||||||
識別子タイプ | URI | |||||
関連識別子 | https://bircu-journal.com/index.php/birle/index | |||||
関連名称 | bircu-journal | |||||
著者版フラグ | ||||||
出版タイプ | AO | |||||
出版タイプResource | http://purl.org/coar/version/c_b1a7d7d4d402bcce | |||||
その他のID | ||||||
TD10125979 |