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Research On The Experience Design Of Traditional Enlightening Education Based On Gamification Thinking

Posted on:2021-03-11Degree:MasterType:Thesis
Country:ChinaCandidate:L J PangFull Text:PDF
GTID:2427330611472916Subject:Design
Abstract/Summary:PDF Full Text Request
Under the upsurge of the rise of culture,the field of education has become its most fundamental practice base,and the design products for education also emerge in endlessly.As an important resource of traditional culture and education,there are relatively few systematic studies on excellent products for children.At the same time,in the environment of the rapid development of the Internet,the field of games is rising rapidly,and the concept of human-centered design and education makes the application research of games in education and other fields increase year by year.This study attempts to adopt the method of gamification to cut into the adaptability of traditional enlightening education in the contemporary era,so that it can be presented to children and accepted by them in an interesting and vivid form.The research methods mainly adopt the methods of theoretical analysis and user research.The theoretical analysis adopts interdisciplinary research,induction and other research methods.First of all,through the analysis of traditional education in the historical and social environment,this paper expounds the significance and difficulties of traditional enlightening education to contemporary education.At the same time,from the learning process,decompose the learning links,so that we can find and solve problems more specifically.At the same time,it traces back to the source of gamification and analyzes its basic characteristics and its application value in education.Secondly,it analyzes the principle of gamification,that is,how to stimulate users' motivation,promote the transformation of users' behavior,and finally achieve the experience effect.Finally,it analyzes how to achieve gamification,with reference to the DMC model and star anise behavior analysis,as well as specific case studies to extract gamification elements.In addition,the use of user research methods,specific use of participatory observation,interviews,questionnaires,from a qualitative and quantitative point of view to understand the basic characteristics of the target user,as a reference for the later strategy output.According to the above theory and research,the subject is finally constructed according to the stage model of the traditional enlightening education learning process and the output of the Mongolian learning game experience process model.Based on the four process stages,firstly,in order to create the initial experience of impression with the goal of value perception,it is put forward that gamification provides the background of epic meaning and emotional interaction and sensory experience as the specific strategy.the second is the immersion experience strategy with the goal of promoting achievement,which mainly promotes theinformation input of traditional enlightening education content with efficient feedback and narration based on traditional enlightening education content.The third stage is the continuation of stable experience with self-creation as the core,obtaining the transformation of knowledge in the continuation of immersion experience through creative authorization and collaborative environment,and finally the growth experience gained after the end of learning activities.in order to provide the place of knowledge transfer and the feedback of learning results and other strategies to stimulate memories and achieve the internalization and transfer of traditional enlightening education knowledge.On the basis of theoretical guidance and strategy output,the author uses some strategies to carry out the practice of traditional enlightening education design products,and tests the products in order to achieve positive motivation.stimulate children's interest in learning and maintain the motivation of learning as the goal,further optimize the strategy and provide guidance for the attempt of game design for traditional enlightening education.
Keywords/Search Tags:Traditional Enlightening Education, child users, gamification, experience design
PDF Full Text Request
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