عناصر و مزایای روش بازیگونهسازی در آموزش با رویکرد فراتحلیل
محورهای موضوعی : روش های نوین آموزش وتوسعه منابع انسانیرضا توهند 1 , مهرانگیز علی نژاد 2 * , بدرالسادات دانشمند 3
1 - دانشجوی کارشناسی ارشد، دانشگاه شهید باهنر کرمان، ایران.
2 - استادیار، دانشگاه شهید باهنر کرمان، ایران
3 - استادیار، دانشگاه شهید باهنر کرمان، ایران.
کلید واژه: آموزش, یادگیری, بازیگونهسازی, فراتحلیل.,
چکیده مقاله :
بازیگونهسازی یکی از روشهای آموزشی جدید است که به علت توجه به ویژگیهای مختلف فراگیران، با ایجاد یک بستر شاد هیجانانگیز، پویا و فعال، آموزش را بهبود میبخشد و کانالهای مختلف يادگيري فراگيران را تقویت ميکند. بازیگونهسازی کردن محتوای آموزشی، مفاهیم و اطلاعات را به شیوه بهتر و مطلوبتری در اختیار فراگیران قرار میدهد در همین راستا این پژوهش با هدف تبیین عناصر و مزایای روش بازی¬گونه¬سازی با استفاده از رویکرد فراتحلیل انجام شدهاست. جامعه¬آماری شامل پژوهش¬های داخلی و خارجی انجام شده در حوزه بازی¬گونه¬سازی است که در ابتدا 79 پژوهش داخلی و 301 پژوهش خارجی شناسایی و دانلود شد و از بین آنها منابع مرتبطتر بهعنوان نمونه آماری، شامل 30 پژوهش داخلی و 65 پژوهش خارجی در مجموع 95 پژوهش انتخاب و تحلیل شدند. این منابع (مقاله، پایاننامه و رساله) كه با جستجوی هدفمند در سایتهای داخلی مانند magiran،sid، noormagz،irandoc، ricest و پرتال جامع علوم انسانی و سایتهای خارجی مانند Proquest،Springer، Sciencedirect،Mdpi، Researchgate، Ieee، Acm، Google scholar انتخاب شدند؛ بهدنبال شناسایی عناصر مهم و پرکاربرد رويكرد بازيگونهسازي و مزایای این رویکرد بود. قابل ذکر است که مقالههای ارائه شده در همایش و کنفرانسها در این پژوهش مورد بررسی قرار نگرفتند. با توجه به یافتههای پژوهش، امتیاز، پاداش، چالش، بازخورد، سطحبندي، داستان، تعامل و رقابت با داشتن بيشترين درصد فراوانی مهمترین و كاربرديترين عناصر بازیگونهسازی در آموزش بودند. همچنين ایجاد و ارتقای تعامل و مشارکت، ایجاد انگيزه، فراهم آوردن بستری جهت یادگیری عمیق، بهبود عملکرد، ایجاد جذابیت و افزایش آن، توسعه رشد شناختی، ایجاد هیجان و نشاط، افزایش اثربخشی آموزش، ایجاد بستری جهت کاربرد فناوریهای آموزشی، توسعه رشد اجتماعی، توسعه مهارتهای نرم و کاهش اختلال از جمله مزایای بازیگونهسازی در پژوهشها بودند که از بین این موارد، ایجاد و ارتقای تعامل و مشارکت، فراهم آوردن بستری جهت یادگیری عمیق، ایجاد انگيزه، بهبود عملکرد، توسعه رشد شناختی، ایجاد هیجان و نشاط، افزایش اثربخشی آموزش، ایجاد بستری جهت کاربرد فناوریهای آموزشی بيشترين درصد فراوانی را به خود اختصاص دادند.
Gamification has emerged as one of the novel educational methods that aims to improve education by creating a happy, exciting, dynamic and active platform. In fact, this method strengthens different learning channels of learners. Gamification of educational content offers the concepts and contents in a more convenient way. In this regard, this research was conducted with the aim of exploring the elements and advantages of the gamification method using the meta-analysis approach. The study corpus included national and international studies conducted in the field of gamification, initially 79 national studies and 301 international studies were identified and downloaded, and among them the most relevant sources were selected as the statistical sample, including 30 national studies and 65 international studies (total 95 studies). These sources (articles, dissertations and treatises) were searched in national scientific data bases such as magiran, sid, noormagz, irandoc, ricest as well as comprehensive humanities portal and international scientific data bases such as Proquest, Springer, Sciencedirect, Mdpi, Researchgate, Ieee, Acm, and Google scholars. Next the corpus was analyzed with the aim of identifying the most significant and widely applied elements of the gamification approach and the advantages of this approach. It should be mentioned that the articles presented in the conference were excluded from the study corpus. According to the findings of the research, score, reward, challenge, feedback, leveling, story, interaction and competition with the highest percentage of frequency were the most important and practical elements of gamification in education. Also, creating and promoting interaction and participation, creating motivation, providing a platform for deep learning, improving performance, creating attractiveness and increasing it, developing cognitive growth, creating excitement and vitality, increasing the effectiveness of education, creating a platform for the use of educational technologies, developing social growth, development of soft skills and reduction of disorder were among the benefits of gamification in researches, among these things, creating and promoting interaction and participation, providing a platform for deep learning, creating motivation, improving performance, developing cognitive development, creating excitement and vitality, increasing Effectiveness of education, creation of a platform for the use of educational technologies had the highest frequency percentage.
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