Gamification is widely used in digital learning. However, most systems neglect age-related differences. This paper investigates how gamification can be designed in an age-aware way to address learners' diverse motivational and cognitive needs. Based on a targeted literature review, we present a mapping of age groups, mechanics, and effects. Furthermore, we derive five design principles for age-specific gamification and identify three technical patterns for implementation in multimedia learning environments. The results indicate that gamification is not universally effective, but rather requires a differentiated design to support engagement and inclusivity across the lifespan.
翻译:游戏化在数字化学习中应用广泛,但多数系统忽视了与年龄相关的差异。本文探讨了如何以年龄感知的方式设计游戏化,以满足学习者多样化的动机和认知需求。基于针对性文献综述,我们提出了年龄组、游戏机制与效果之间的映射关系。此外,我们推导出五项针对特定年龄段的游戏化设计原则,并识别了在多媒体学习环境中实施的三种技术模式。结果表明,游戏化并非普遍有效,而是需要通过差异化设计来支持全生命周期的参与度和包容性。