Digital Self-Regulation and Gamified Learning Approaches for Enhancing Productive Digital Engagement: A Review
综述数字自我调节与游戏化学习提升学生生产性数字参与的路径。
这篇论文暂时没有中文摘要,下面保留英文原题与摘要。
研究信息
- 期刊 / 来源
- International Scientific Journal of Engineering and Management
- 发表日期
- 2026-10-30
- 文献库
- OpenAlex
- 作者
- Prof. Leena Patil, Arya Khandekar, Avinash Mandlik
- DOI
- 10.55041/isjem08677
英文原文摘要全文
Abstract - The increasing use of smartphones, social media, and digital learning technologies has created both opportunities and challenges for students. Digital devices support communication and learning, but digital distractions, procrastination, and uncontrolled use may interfere with academic activities and time management. At the same time, gamification has been explored as an approach for supporting motivation, participation, and engagement in educational settings. This review examines two related themes: digital self-regulation and management of digital distractions, and gamification fo
中文摘要由自动翻译整理,可能丢掉原文的限定条件;涉及具体数字与结论时以英文原文为准。
这条研究涉及的词条
习得性无助
反复经历无法控制的负面刺激后,个体会停止尝试——即使后来有了改变处境的机会。
心流
技能与挑战恰好匹配时出现的高度投入状态:注意力收窄、时间感改变、自我意识消退。
自我决定理论
人有三种基本心理需要——自主、胜任、联结;满足它们产生内在动机,剥夺它们导致疏离与耗竭。
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