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Gamification and Interdisciplinarity: Challenges in the Modern Knowledge Society

机译:游戏化和跨学科性:现代知识社会中的挑战

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摘要

The enhanced use of information communication technologies in the knowledge society has a huge impact on how people learn and do research. In education, the trend topic Gamification has appeared, trying to fulfil the needs of digital natives. Likewise, researchers are challenged by new forms of collaboration. Interdisciplinary projects become more and more important. This article aims at combining these two trending topics of the knowledge society. Thus, the importance of Gamification in the scientific world in terms of disciplinary diversity will be measured. The goal is to identify predominant disciplines publishing on the topic and to detect collaborations in terms of multi- and interdisciplinarity. We firstly give an overview on the different research fields. Further, we introduce a way to measure disciplinary diversity of Gamification and classify the issue accordingly. Gamification presents itself as a multidisciplinary topic with an average of 4.2 references of different disciplines. In terms of interdisciplinarity a total value of 31 % also represents a strong outcome.
机译:知识社会中信息通信技术的广泛使用对人们的学习和研究方式产生了巨大影响。在教育领域,出现了趋势化游戏化,试图满足数字原住民的需求。同样,研究人员也面临着新的合作形式的挑战。跨学科项目变得越来越重要。本文旨在结合知识社会的这两个趋势主题。因此,将衡量游戏化在学科多样性方面在科学界的重要性。目的是确定有关该主题的主要学科,并从多学科和跨学科的角度检测合作。我们首先对不同的研究领域进行概述。此外,我们引入一种方法来衡量游戏化的学科多样性,并相应地对问题进行分类。游戏化本身就是一个多学科主题,平均涉及4.2个不同学科的参考文献。就跨学科性而言,总价值31%也代表了强劲的成果。

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