{"title":"运用游戏化改进大学课堂美术教育的个案研究","authors":"Wei Wang, Jing Lv","doi":"10.1145/3290511.3290537","DOIUrl":null,"url":null,"abstract":"Gamification is the application of game-design elements and game principles in non-game contexts. The core concept of gamification is to apply elements and principles of game design to non-game areas to make certain activities more engaging. Education, with its strong interactivity, fierce competition among individuals/groups and challenges in high difficulties, which has lots of similarities with game, are supposed to be the most widely used areas of gamification. The author has 8 years of game designer experience and use specific game theory to design a set of gamification method for college class teaching. After practice, the result shows that it can significantly improve study enthusiasm, satisfaction for lecturers and teaching effect.","PeriodicalId":446455,"journal":{"name":"International Conference on Education Technology and Computer","volume":"25 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"A case study of using gamification to improve art education in college class\",\"authors\":\"Wei Wang, Jing Lv\",\"doi\":\"10.1145/3290511.3290537\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Gamification is the application of game-design elements and game principles in non-game contexts. The core concept of gamification is to apply elements and principles of game design to non-game areas to make certain activities more engaging. Education, with its strong interactivity, fierce competition among individuals/groups and challenges in high difficulties, which has lots of similarities with game, are supposed to be the most widely used areas of gamification. The author has 8 years of game designer experience and use specific game theory to design a set of gamification method for college class teaching. After practice, the result shows that it can significantly improve study enthusiasm, satisfaction for lecturers and teaching effect.\",\"PeriodicalId\":446455,\"journal\":{\"name\":\"International Conference on Education Technology and Computer\",\"volume\":\"25 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-10-26\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Conference on Education Technology and Computer\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3290511.3290537\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Conference on Education Technology and Computer","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3290511.3290537","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A case study of using gamification to improve art education in college class
Gamification is the application of game-design elements and game principles in non-game contexts. The core concept of gamification is to apply elements and principles of game design to non-game areas to make certain activities more engaging. Education, with its strong interactivity, fierce competition among individuals/groups and challenges in high difficulties, which has lots of similarities with game, are supposed to be the most widely used areas of gamification. The author has 8 years of game designer experience and use specific game theory to design a set of gamification method for college class teaching. After practice, the result shows that it can significantly improve study enthusiasm, satisfaction for lecturers and teaching effect.