Gamification is a technological, economic, cultural, and societal development toward promoting a more game-like reality. As this emergent phenomenon has been gradually consolidated into our daily lives, especially in educational settings, many scholars and practitioners face a major challenge ahead: how to understand and mitigate the unethical impacts of gamification when researching and developing such educational technologies? Thus, this study explores ethical challenges in gamified educational applications and proposes potential solutions to address them based on an umbrella review. After analysing secondary studies, this study details and proposes recommendations on addressing some ethical challenges in gamified education, such as power dynamics and paternalism, lack of voluntarity and confidentiality, cognitive manipulation, and social comparison. Research and development decision-making processes affected by such challenges are also elaborated, and potential actions to mitigate their effects in gamification planning, conducting and communication are further introduced. Thus, this chapter provides an understanding of ethical challenges posed by the literature in gamified education and a set of guidelines for future research and development.
翻译:游戏化是一种旨在推动更接近游戏现实的技术、经济、文化及社会发展现象。随着这一新兴现象逐渐融入我们的日常生活,尤其是在教育环境中,许多学者和实践者面临一项重大挑战:如何在研究与开发此类教育技术时理解并减轻游戏化的非伦理影响?因此,本研究基于一项总括性综述,探讨了游戏化教育应用中的伦理挑战,并提出了应对这些挑战的潜在解决方案。在分析二级研究后,本研究详细阐述了应对游戏化教育中某些伦理挑战(如权力动态与家长作风、自愿性与保密性缺失、认知操纵及社会比较)的建议。此外,还阐明了受此类挑战影响的研究与开发决策过程,并进一步介绍了在游戏化规划、实施及沟通中减轻其影响的潜在行动方案。因此,本章旨在提供对文献中游戏化教育所提出的伦理挑战的理解,并为未来的研究与开发提供一套指导方针。