Genre structure, skill learning, gamification, Vocational Education and Training, game-based learning
For centuries, games have been used as a learning tool. Gamification has attracted the attention of individuals and organizations for several reasons, such as improving performance, participation, and creating motivation. Based on this, the aim of the current research is to use the genre method to systematize studies in the field of technical and vocational education, and specifically to make technical and vocational education gamified in Iran. For this purpose, systematic reviews and meta-analysis were conducted by identifying 36 articles. It has been used in the Scopus database and 15 articles in the Web of Science through scientometric studies. The research results indicate that gamification is used in technical and professional education for digital education and non-digital education.In this regard, challenges including "financial challenges, cultural challenges, technological challenges, infrastructural challenges, evaluation challenges and content challenges" have been identified. In addition, the positive consequences of gamification of technical and vocational education also include the psychological effects of "strengthening participation and Cooperation, increasing motivation, satisfaction, flexibility, pleasure and entertainment, increasing physical activity and mental health" and the functional effects "increasing learning, strengthening skills and knowledge, increasing healthy competition, self-evaluation, solving complex problems, taking initiative and conveying concepts better" has been specified. Also, this study has dealt with the theoretical and practical development of the concepts.
- حق عضویت دریافتی صرف حمایت از نشریات عضو و نگهداری، تکمیل و توسعه مگیران میشود.
- پرداخت حق اشتراک و دانلود مقالات اجازه بازنشر آن در سایر رسانههای چاپی و دیجیتال را به کاربر نمیدهد.