Serious Games and Gamification: Game-Based Learning in Communication Sciences and Disorders.
Purpose: Serious games and gamification are evidence-based forms of game-based learning that facilitate student/client instruction. Serious games are activities that directly incorporate educational content into games; gamification integrates characteristics of games into nongame activities. They bo...
| Publicado en: | Perspectives of the ASHA Special Interest Groups Vol. 7; no. 2; pp. 482 - 499 |
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| Autores principales: | , |
| Formato: | review tables/charts Journal Article |
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American Speech-Language-Hearing Association
Apr2022
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=156379854&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 156379854 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 2381473X KTSD jtl: Perspectives of the ASHA Special Interest Groups issn: 2381473X maglogo: N pubinfo: dt: Apr2022 vid: 7 iid: 2 pid: 42 pub: American Speech-Language-Hearing Association place: Rockville, Maryland artinfo: ui: 156379854 156379854 156379854 10.1044/2021_PERSP-21-00284 156379854 ppf: 482 ppct: 17 formats: fmt: @attributes: type: P tig: atl: Serious Games and Gamification: Game-Based Learning in Communication Sciences and Disorders. aug: au: Brackenbury, Tim Kopf, Lisa affil: Department of Communication Sciences and Disorders, Bowling Green State University, OH sug: subj: Games Gamification Learning Methods Communicative Disorders Education Learning Environment Motivation Student Experiences ab: Purpose: Serious games and gamification are evidence-based forms of game-based learning that facilitate student/client instruction. Serious games are activities that directly incorporate educational content into games; gamification integrates characteristics of games into nongame activities. They both promote learning by increasing students' motivation and engagement. The purpose of this tutorial is to facilitate readers' understanding and use of serious games and gamification in communication sciences and disorders (CSD) education, in both classroom and clinical settings. It includes models of motivation and engagement, research on serious games and gamification, in-depth examples from two CSD courses, and suggestions for implementation. Conclusions: Multiple studies, including meta-analyses, have demonstrated significant positive effects of both serious games and gamification on student motivation, engagement, and learning. Self-determination theory is a useful model for developing serious games and gamified learning because it provides a complex understanding of learners' needs and multiple levels of intrinsic and extrinsic motivation. Suggestions for incorporating serious games and gamified learning in CSD contexts include designing activities that address and balance motivation and learning, targeting specific forms of motivation in meaningful ways, and reconsidering intrinsic motivation as the ultimate goal of learning. pubtype: Academic Journal doctype: review tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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