Trenutno stanje igrifikacije v e-učenju
Pregled literature o pregledih literature
DOI:
https://doi.org/10.32015/JIBM/2019-11-3-2Ključne besede:
igrifikacija, e-učenje, meta študijaPovzetek
Namen tega članka je predstaviti sistematičen pregled literature o pregledih literature (meta-študija) o igrifikacijskih temah v e-učenju z namenom predstaviti pregled na visoki ravni stanja razvoja izbranega področja. Opravljen je bil sistematičen pregled literature o pregledih literature (2010–2019). Študijski prispevki (pregledi literature) iz več akademskih baz podatkov, kot so DOAJ, ScienceDirect, Google Sholar in WOS, so bili pregledani in filtrirani za nadaljnji študij. Izbrani članki so bili analizirani po podtemah (npr. učinkovitost mehanizmov igrifikacije) in povzeti. V zadnjih 5 letih so bile opravljene raziskave o igrifikaciji na različnih področjih (mobilne aplikacije, e-zdravje, upravljanje s človeškimi viri, razvoj poslovanja, e-učenje), število raziskovalnih člankov in sistematičnih pregledov raziskovalnih člankov se povečuje. Po filtriranju preglednih člankov o literaturi smo ugotovili, da jih je le peščica (19), ki povzema 2.631 študij, neposredno povezanih z gamifikacijo v e-učenju. Ta študija kaže, da so se mehanizmi igrifikacije v e-učenju izkazali za učinkovite v skoraj vseh študijah, vendar ni širokega soglasja glede terminologije in načina razvrščanja različnih konceptov, povezanih z igrifikacijo.
Raziskava je omejena na naslednje znanstvene baze podatkov: DOAJ, Elsevier, Google Scholar in WOS. Zavedamo se, da obstaja možnost, da smo zgrešili nekaj sistematičnih pregledov literature na to temo, ki so bili indeksirani v drugih znanih bazah podatkov ali objavljeni z različnimi terminologi v naslovu ali izvlečku. Članek lahko pomaga znanstvenikom in še posebej podiplomskim študentom, ki se seznanjajo z e-učenjem, igrifikacijo in izvajanjem sistematičnih pregledov literature. Tudi razvijalci sistemov za e-učenje in oblikovalci predmetov bi lahko imeli koristi od tega članka, če bi ugotovili, kateri mehanizmi igrifikacije so najbolj raziskani, najbolj učinkoviti in jih je vredno implementirati. Kolikor nam je znano, tovrstna metaanaliza pregledov literature v letu 2019 še ni bila opravljena na področju igrifikacije v e-izobraževanju.
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