مشخصات مقاله | |
ترجمه عنوان مقاله | بازیوارسازی با کمک ابر برای آموزش و یادگیری – پیشرفت ها و چالش های اخیر |
عنوان انگلیسی مقاله | Cloud-assisted gamification for education and learning – Recent advances and challenges |
انتشار | مقاله سال 2019 |
تعداد صفحات مقاله انگلیسی | 13 صفحه |
هزینه | دانلود مقاله انگلیسی رایگان میباشد. |
پایگاه داده | نشریه الزویر |
نوع نگارش مقاله |
مقاله پژوهشی (Research Article) |
مقاله بیس | این مقاله بیس نمیباشد |
نمایه (index) | Scopus – Master Journals List – JCR |
نوع مقاله | ISI |
فرمت مقاله انگلیسی | |
ایمپکت فاکتور(IF) |
2.762 در سال 2018 |
شاخص H_index | 49 در سال 2019 |
شاخص SJR | 0.443 در سال 2018 |
شناسه ISSN | 0045-7906 |
شاخص Quartile (چارک) | Q2 در سال 2018 |
مدل مفهومی | ندارد |
پرسشنامه | ندارد |
متغیر | ندارد |
رفرنس | دارد |
رشته های مرتبط | مهندسی کامپیوتر |
گرایش های مرتبط | رایانش ابری، طراحی و تولید نرم افزار، برنامه نویسی کامپیوتر |
نوع ارائه مقاله |
ژورنال |
مجله | کامپیوترها و مهندسی برق – Computers & Electrical Engineering |
دانشگاه | Faculty of Computer Science and Information Technology, University of Malaya, Malaysia |
کلمات کلیدی | بازیوارسازی، رایانش ابری، آموزش، یادگیری مبتنی بر بازی، آموزش سیار |
کلمات کلیدی انگلیسی | Gamification، Cloud computing، Education، Game-based learning، Mobile learning |
شناسه دیجیتال – doi |
https://doi.org/10.1016/j.compeleceng.2019.01.002 |
کد محصول | E11566 |
وضعیت ترجمه مقاله | ترجمه آماده این مقاله موجود نمیباشد. میتوانید از طریق دکمه پایین سفارش دهید. |
دانلود رایگان مقاله | دانلود رایگان مقاله انگلیسی |
سفارش ترجمه این مقاله | سفارش ترجمه این مقاله |
فهرست مطالب مقاله: |
Abstract
1- Introduction 2- Adaptation of games in learning 3- Recent advances in gamification 4- Requirement for efficient gamification framework 5- Cloud-assisted gamification architecture 6- Research challenges 7- Conclusion References |
بخشی از متن مقاله: |
Abstract Gamification has gained considerable interest in education circles due to its capability of enhancing the learning process among students. In the future, it is expected that gamification will overtake the traditional way of learning resulting in issues such as scalability, upgradation of learning modules. To address these issues, merging gamification with cloud computing seems a viable solution. However, the employability of gamification through cloud computing is still in its infant stage. Hence, this article investigates the applicability of gamification through cloud computing and presents a comprehensive survey of state-of-the-art gamification in education and learning. We also identify the subject areas that can be gamified and taught using the cloud service. The critical elements and minimum requirements necessary to gamify education are also identified. Moreover, a specific cloud-assisted gamification architecture is proposed and discussed together with its possible applications. The article is concluded with the research challenges and suggestions for future work. Introduction With the advent of innovative technologies, new areas for solving different problems appear. Gamification constitutes one such area that has promise. The application of game-like environments (game mechanics) to promote motivation for learning and solving problems is known as gamification [1]. This concept possesses a number of applications in the area of promoting business and learning. However, the most recent studies have focused on applying gamification in the education sector to promote the learning process. According to Nah et al. [2], the use of games in the process of educationally instituted learning can considerably enhance the motivation of students. Gamification allows students to engage in difficult tasks (missions) and achieve the required goal within a short span of time. Besides, games allow the user to repeat a particular task in the event of failure. |