{"title":"更好地理解游戏化如何帮助改善数字生活方式","authors":"Chee-Ken Wong, Chien-Sing Lee","doi":"10.1109/VSMM.2016.7863214","DOIUrl":null,"url":null,"abstract":"There are many people without or have little programming knowledge who have many creative ideas but do not have a platform to share, discuss, co-design and showcase their creative ideas. Therefore, in this capstone project, we aim to create a gamify Website to serve as a platform for different users to interact, engage and showcase their creativity. Significance of the study are first, there have been several studies on gamification in e-commerce and e-learning literature but our study is in the Malaysian context, focused on the effects of gamification to learning Science, Technology, Mathematics and Engineering (STEM), through a gamification website. Also, by creating a community of potential designers/creators, to increase interest in the learning of STEM (technology).","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"52 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"A better understanding of how gamification can help improve digital lifestyles\",\"authors\":\"Chee-Ken Wong, Chien-Sing Lee\",\"doi\":\"10.1109/VSMM.2016.7863214\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"There are many people without or have little programming knowledge who have many creative ideas but do not have a platform to share, discuss, co-design and showcase their creative ideas. Therefore, in this capstone project, we aim to create a gamify Website to serve as a platform for different users to interact, engage and showcase their creativity. Significance of the study are first, there have been several studies on gamification in e-commerce and e-learning literature but our study is in the Malaysian context, focused on the effects of gamification to learning Science, Technology, Mathematics and Engineering (STEM), through a gamification website. Also, by creating a community of potential designers/creators, to increase interest in the learning of STEM (technology).\",\"PeriodicalId\":188151,\"journal\":{\"name\":\"2016 22nd International Conference on Virtual System & Multimedia (VSMM)\",\"volume\":\"52 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-10-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 22nd International Conference on Virtual System & Multimedia (VSMM)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/VSMM.2016.7863214\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VSMM.2016.7863214","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A better understanding of how gamification can help improve digital lifestyles
There are many people without or have little programming knowledge who have many creative ideas but do not have a platform to share, discuss, co-design and showcase their creative ideas. Therefore, in this capstone project, we aim to create a gamify Website to serve as a platform for different users to interact, engage and showcase their creativity. Significance of the study are first, there have been several studies on gamification in e-commerce and e-learning literature but our study is in the Malaysian context, focused on the effects of gamification to learning Science, Technology, Mathematics and Engineering (STEM), through a gamification website. Also, by creating a community of potential designers/creators, to increase interest in the learning of STEM (technology).