2022
DOI: 10.1186/s41039-022-00193-z
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Developing an interactive PBL environment via persuasive gamify elements: a scoping review

Abstract: The application of gamified elements to PBL to promote student engagement has not been systematically described. Hence, we conducted a review based on Arksey and O’Malley’s five-stage scoping review framework, involving research question identification, relevant study identification, study selection, data charting, and result collating and reporting. We searched three databases using five search terms combined with a Boolean operator: “problem-based learning” AND “persuasive OR gamify OR gamification OR game”.… Show more

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Cited by 7 publications
(4 citation statements)
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“…According to Abdul Ghani et al (2022) Students are more enthusiastic in the process of learning activities with the application of problem-based learning with the help of image media because it has consequences that can be considered positive such as giving an estrangement to students in order to create their own knowledge, can develop student learning activities, are able to flow student knowledge in understanding real problems, overcoming a problem can increase the development of new knowledge and can provide time for the application of knowledge that students have in the real world. The theory agrees with the findings in the field, namely problem-based learning with the help of image media, student learning activities are more exciting, with problems given in the form of pictures where students begin to think sharpen their thinking and observe the meaning contained in an available image, and seek solutions to problems implied in the picture to form a flow of understanding in students' logical thinking in the available images.…”
Section: Cycle 2 Research Resultsmentioning
confidence: 99%
“…According to Abdul Ghani et al (2022) Students are more enthusiastic in the process of learning activities with the application of problem-based learning with the help of image media because it has consequences that can be considered positive such as giving an estrangement to students in order to create their own knowledge, can develop student learning activities, are able to flow student knowledge in understanding real problems, overcoming a problem can increase the development of new knowledge and can provide time for the application of knowledge that students have in the real world. The theory agrees with the findings in the field, namely problem-based learning with the help of image media, student learning activities are more exciting, with problems given in the form of pictures where students begin to think sharpen their thinking and observe the meaning contained in an available image, and seek solutions to problems implied in the picture to form a flow of understanding in students' logical thinking in the available images.…”
Section: Cycle 2 Research Resultsmentioning
confidence: 99%
“…In general terms, a game is an application, while gamification is a process where game components are integrated into a non-game environment (Attali and Arieli-Attali, 2015;Abdul Ghani et al, 2022). The main objective of gamification is to effectively implement the positive effects of gaming in educational environments to increase student engagement, stimulate their educational participation, and improve outcomes (Deterding et al, 2011).…”
Section: Game-based Learningmentioning
confidence: 99%
“…From the definition and classification of the concept of driven problem, it is not difficult to find that a good driven problem should have the characteristics of authentic situationally, moderately challenging and multi-dimensional openness. [11][12] [13].…”
Section: The Characteristics Of Driven Problemmentioning
confidence: 99%