How to Implement Game-Based Learning in a Smart Classroom? A Model Based on a Systematic Literature Review and Delphi Method

被引:17
|
作者
Pan, Liuxia [1 ]
Tlili, Ahmed [2 ]
Li, Jiaping [1 ]
Jiang, Feng [1 ]
Shi, Gaojun [1 ]
Yu, Huiju [3 ]
Yang, Junfeng [1 ]
机构
[1] Hangzhou Normal Univ, Jing Hengyi Sch Educ, Hangzhou, Peoples R China
[2] Beijing Normal Univ, Smart Learning Inst, Beijing, Peoples R China
[3] Hangzhou Normal Univ, Sch Marxism, Hangzhou, Peoples R China
来源
FRONTIERS IN PSYCHOLOGY | 2021年 / 12卷
关键词
games-based learning; smart classroom; teaching model; smart learning environment; education game; DIGITAL EDUCATIONAL GAMES; DESIGN; ACHIEVEMENT; ENVIRONMENT; GAMIFICATION; ENGAGEMENT; MOTIVATION; EXPERIENCE; FRAMEWORK; IMPACT;
D O I
10.3389/fpsyg.2021.749837
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Game-based learning (GBL) can allow learners to acquire and construct knowledge in a fun and focused learning atmosphere. A systematic literature review of 42 papers from 2010 to 2020 in this study showed that the current difficulties in implementing GBL in classrooms could be classified into the following categories: infrastructure, resources, theoretical guidance, teacher's capabilities and acceptance of GBL. In order to solve the above problems, the study constructs a technology enhanced GBL model, from the four parts of learning objective, learning process, learning evaluation, and smart classroom. In addition, this study adopted the Delphi method, inviting a total of 29 scholars, experts, teachers and school managers to explore how to implement GBL in smart classrooms. Finally, the technology enhanced GBL model was validated and the utilization approaches were provided at the conclusion part.
引用
收藏
页数:13
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