2023
DOI: 10.1061/(asce)ei.2643-9115.0000077
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Gamification in Construction Engineering Education: A Scoping Review

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Cited by 17 publications
(8 citation statements)
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“…Such strategies include enabling community members to participate directly in CS planning and feedback through various channels, such as workshops, online forums, and public consultation sessions, to ensure that the planning is more in line with the actual needs of the community; introducing Building Information Modeling (BIM) technology for CS presentation in the form of 3D models, to facilitate a more intuitive understanding of the spatial layout and functions of the space for all participating parties and improve the efficiency of planning and design; making the planning process more interactive [31,32], experiential, and playful by means of virtual reality (VR) and augmented reality (AR) technologies, enabling community members to participate in the design and planning in an intuitive manner; and enabling active and experiential learning for community members in controlled environments in a gamified manner. These approaches will help governments and planners to develop optimized solutions that are better suited to the actual needs and preferences of target users [86]. The government and enterprises can undergo precise planning with the data and analysis tools provided by the platform for the best allocation of spatial resources.…”
Section: Implications For Optimizing the Demand-supply Relationship O...mentioning
confidence: 99%
“…Such strategies include enabling community members to participate directly in CS planning and feedback through various channels, such as workshops, online forums, and public consultation sessions, to ensure that the planning is more in line with the actual needs of the community; introducing Building Information Modeling (BIM) technology for CS presentation in the form of 3D models, to facilitate a more intuitive understanding of the spatial layout and functions of the space for all participating parties and improve the efficiency of planning and design; making the planning process more interactive [31,32], experiential, and playful by means of virtual reality (VR) and augmented reality (AR) technologies, enabling community members to participate in the design and planning in an intuitive manner; and enabling active and experiential learning for community members in controlled environments in a gamified manner. These approaches will help governments and planners to develop optimized solutions that are better suited to the actual needs and preferences of target users [86]. The government and enterprises can undergo precise planning with the data and analysis tools provided by the platform for the best allocation of spatial resources.…”
Section: Implications For Optimizing the Demand-supply Relationship O...mentioning
confidence: 99%
“…According to SDT, individuals are driven by intrinsic needs for autonomy, competence and relatedness. When these needs are met, people are more likely to be self-motivated and to engage in activities that are personally meaningful and rewarding (Ilbeigi et al, 2023). In the context of gamification adoption within the construction industry, this theory is significant as it sheds light on how game elements can satisfy these psychological needs, thereby fostering intrinsic motivation among construction professionals.…”
Section: Relevant Theories Linked To the Gamification Conceptmentioning
confidence: 99%
“…According to SDT, individuals are driven by intrinsic needs for autonomy, competence and relatedness. When these needs are met, people are more likely to be self-motivated and to engage in activities that are personally meaningful and rewarding (Ilbeigi et al. , 2023).…”
Section: Literature Reviewmentioning
confidence: 99%
“…However, recent advances in computer science can help educators develop virtual environments and game platforms that allow students to explore various scenarios and learn from their experiences. Ilbeigi et al (2023) conducted a systematic review of more than one hundred studies focused on gamification for construction engineering education. Although they observed a clear upward trend in the number of studies proposing gamified solutions for education and training, they listed a set of potential directions for future studies.…”
Section: Introductionmentioning
confidence: 99%