Gamification as a Field Landmark in Educational Research

被引:7
|
作者
Raitskaya, Lilia [1 ]
Tikhonova, Elena [2 ,3 ]
机构
[1] MGIMO Univ, Moscow State Inst Int Relat, Moscow, Russia
[2] Natl Res Univ Higher Sch Econ, 26 Shabolovka, Moscow 119049, Russia
[3] RUDN Univ, Peoples Friendship Univ Russia, Moscow, Russia
来源
JOURNAL OF LANGUAGE AND EDUCATION | 2019年 / 5卷 / 03期
关键词
gamification; game; game-based learning; gamified app; student engagement; virtual environment; flow theory; STUDENT ENGAGEMENT; LEARNING-PERFORMANCE; GAME ELEMENTS; MOTIVATION; CLASSROOM; IMPACT;
D O I
10.17323/jle.2019.10688
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
In their editorial review, the JLE editors consider the concept of gamification, its spread in higher education research, and relevance at present. The authors analyse the current Scopus statistics to prove the prominence of the theme for researchers. The JLE scope can be further enriched via more studies on gamification in higher education and games in learning at large. The editorial may prompt the potential authors to proceed with more profound research in gamification learning techniques applicable to education.
引用
收藏
页码:4 / 10
页数:7
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