نوع مقاله : مقاله پژوهشی
نویسندگان
1 استادیار مدیریت وبرنامه ریزی آموزشی، علوم تربیتی و روانشناسی، دانشگاه شیراز، شیراز، ایران
2 دانشجوی دکتری برنامه ریزی درسی، علوم تربیتی و روانشناسی، دانشگاه شیراز، شیراز، ایران.
3 دانشیار مدیریت وبرنامه ریزی آموزشی ،علوم تربیتی و روانشناسی، دانشگاه شیراز، شیراز، ایران.
4 استاد مدیریت و برنامه ریزی آموزشی ، علوم تربیتی و روانشناسی،دانشگاه شیراز،شیراز،ایران.
5 دانشیار مدیریت و برنامه ریزی آموزشی ، علوم تربیتی و روانشناسی ، دانشگاه شیراز ، شیراز،ایران.
چکیده
کلیدواژهها
عنوان مقاله [English]
نویسندگان [English]
The aim of this study was to design asystemic framework of gamification-based school. The design of this research is a qualitative, using the six-step method of Sandlowski and Barroso. In the first step, after selecting the meta synthesis team, the research questions were set up to extract asystemic framework of gamification-based school and the criteria for including the articles were determined. In the second step, a systematic search of resources in databases was performed. In this step, 71 preliminary articles were provided and all the articles were thoroughly reviewed. In the third step, the quality of the articles was evaluated and finally, 37 original articles were selected according to the exclusion criteria. In the fourth step, open-source themes was extracted using the classification technique and extracurricular writing technique. In the fifth step, all factors extracted from the research were considered as open source, according to the reduction rules, considering the concepts, it was summarized and finally reduced to 125 basic themes. After exploring among these themes, 18 first level organizing themes and finally 3 second level organizing themes (input, process, and output) were obtained. Then, the obtained themes in the global theme of the gamification-based school. Finally, in the sixth step, the findings were validated using validation and transferability techniques. After conducting the research process, the framework of gamification-based school was introduced, which could be the headline of educational policy makers at the level of education to design and teach schools based on gamification or gamification at the national-regional level.
کلیدواژهها [English]