{"title":"在创意青年营中运用游戏化方法探讨娱乐与学习质量的关系","authors":"Suparp Kanyacome, Y. Poovarawan","doi":"10.1109/UMEDIA.2017.8074116","DOIUrl":null,"url":null,"abstract":"This study investigated the relationship between the amusement characteristics and the learning quality from activities using gamification in the Creative Youth Camp. Target participants were 167 juveniles age range between 10–18 years old participated in an overnight-stay camp during April 25–30, 2016. The study tools comprised of a creative camping arrangement program, an observing form and a questionnaire. Data were analyzed using content analysis method, mean value, standard deviations and the multiple regression analysis. The result could be concluded that the 21st century learning skills development activity based on Gamification helped create different types of amusement which highly related to the learning quality especially in the applying, the evaluating and the creating levels.","PeriodicalId":440018,"journal":{"name":"2017 10th International Conference on Ubi-media Computing and Workshops (Ubi-Media)","volume":"33 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"The relationship between amusement and quality of learning by using gamification approach in creative youth camp\",\"authors\":\"Suparp Kanyacome, Y. Poovarawan\",\"doi\":\"10.1109/UMEDIA.2017.8074116\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study investigated the relationship between the amusement characteristics and the learning quality from activities using gamification in the Creative Youth Camp. Target participants were 167 juveniles age range between 10–18 years old participated in an overnight-stay camp during April 25–30, 2016. The study tools comprised of a creative camping arrangement program, an observing form and a questionnaire. Data were analyzed using content analysis method, mean value, standard deviations and the multiple regression analysis. The result could be concluded that the 21st century learning skills development activity based on Gamification helped create different types of amusement which highly related to the learning quality especially in the applying, the evaluating and the creating levels.\",\"PeriodicalId\":440018,\"journal\":{\"name\":\"2017 10th International Conference on Ubi-media Computing and Workshops (Ubi-Media)\",\"volume\":\"33 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-08-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2017 10th International Conference on Ubi-media Computing and Workshops (Ubi-Media)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/UMEDIA.2017.8074116\",\"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 10th International Conference on Ubi-media Computing and Workshops (Ubi-Media)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/UMEDIA.2017.8074116","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The relationship between amusement and quality of learning by using gamification approach in creative youth camp
This study investigated the relationship between the amusement characteristics and the learning quality from activities using gamification in the Creative Youth Camp. Target participants were 167 juveniles age range between 10–18 years old participated in an overnight-stay camp during April 25–30, 2016. The study tools comprised of a creative camping arrangement program, an observing form and a questionnaire. Data were analyzed using content analysis method, mean value, standard deviations and the multiple regression analysis. The result could be concluded that the 21st century learning skills development activity based on Gamification helped create different types of amusement which highly related to the learning quality especially in the applying, the evaluating and the creating levels.