{"title":"历史电子学习背景下的游戏化设计","authors":"Fatih Ymran, Oyeleke Akeem, Sungsook Yi","doi":"10.1109/ICICE.2017.8479194","DOIUrl":null,"url":null,"abstract":"Engagement is one of the main reasons for introducing gamification to learning and thus serves as an important measurement of its effectiveness. Gamification of learning aims to improve the learning process by making use of the motivating effects of digital game elements and techniques. However, summarizing gamification into points, badges and leaderboards is a very common misunderstanding of gamification hence greatly reducing purposed effect on the target (students). In this paper, we will explore the key elements that can lead to a good gamification in “History” as a learning context, driven by target (students) motivation and, based on the Octalysis framework.","PeriodicalId":233396,"journal":{"name":"2017 International Conference on Information, Communication and Engineering (ICICE)","volume":"127 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"Gamification Design in a History E-Learning Context\",\"authors\":\"Fatih Ymran, Oyeleke Akeem, Sungsook Yi\",\"doi\":\"10.1109/ICICE.2017.8479194\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Engagement is one of the main reasons for introducing gamification to learning and thus serves as an important measurement of its effectiveness. Gamification of learning aims to improve the learning process by making use of the motivating effects of digital game elements and techniques. However, summarizing gamification into points, badges and leaderboards is a very common misunderstanding of gamification hence greatly reducing purposed effect on the target (students). In this paper, we will explore the key elements that can lead to a good gamification in “History” as a learning context, driven by target (students) motivation and, based on the Octalysis framework.\",\"PeriodicalId\":233396,\"journal\":{\"name\":\"2017 International Conference on Information, Communication and Engineering (ICICE)\",\"volume\":\"127 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-11-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2017 International Conference on Information, Communication and Engineering (ICICE)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICICE.2017.8479194\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 International Conference on Information, Communication and Engineering (ICICE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICICE.2017.8479194","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Gamification Design in a History E-Learning Context
Engagement is one of the main reasons for introducing gamification to learning and thus serves as an important measurement of its effectiveness. Gamification of learning aims to improve the learning process by making use of the motivating effects of digital game elements and techniques. However, summarizing gamification into points, badges and leaderboards is a very common misunderstanding of gamification hence greatly reducing purposed effect on the target (students). In this paper, we will explore the key elements that can lead to a good gamification in “History” as a learning context, driven by target (students) motivation and, based on the Octalysis framework.