| With the outbreak of Covid-19,the educational committee has already realized the increasing importance of the educational reform.Even before the epidemic,the amount of research into educational games had grown exponentially,with pioneers exploring the possibilities of video game-based education twenty years after the birth of computers.With the increase in computing power and the emergence of new technologies,the technical basis for a digital education model is beginning to take shape,but the question of what kind of education is to be expected,how to transform different problem-solving methods into the digital model and how to coordinate various digital technologies to create virtual scenarios with real educational meaning and value is still being explored.This thesis will therefore begin by presenting a possible approach to this issue.Therefore,this paper will start by introducing a possible educational format and gradually move on to the gamification of a specific teaching case and show how this gamified teaching can be realised,in order to pave the way for the future researches.Virtual worlds are a promising vehicle for the transmission of information,which can be used to build an educational environment at a relatively low cost,and whose value possibilities include not limited to solve current problems that are strongly influenced by the real world.At the same time,the game model has significant advantage s in terms of its fit with cognitive psychology.The answer to the question of what for m the main window of access to the virtual world of education should take is to use role-playing games to bridge the learner and the educational content.Learners will be presented with a series of adventures in a backstory,in which they will be confronted with a variety of problems,provided with problem-driven tools to solve them,and then given the tools to solve the problems,gain new knowledge and have a sense of achievement,with positive feedback to facilitate further exploration.This paper also provides examples of educational game design that can be implemented before the technology is fully mature.While current educational game designs mainly focus on the primary school level,this paper provides an educational game design solution for the concept of function in high school mathematics.By identifying the key elements of the function concept and students’ cognitive difficulties,the design principles and design elements are summarised,and the game elements are arranged in correspondence with each other,linking the Riemann’s correspondence theory and the Bourbaki’s relationship theory in the historical evolution of the function concept,so that the formal abstract concepts are made into objects that can be manipulated by students,allowing students to understand the definition domain,correspondence rule and value domain accurately through analogies close to daily culture.The game is designed for easy use on multiple devices.The game is built by using the WeChat mini-game platform for ease of use on multiple devices,and its design architecture,in teraction design and incentive mechanism are described in the text for easy reference and replication.With the help of a combination of pedagogy,psychology and computer technology,this paper presents an attractive form of digital education for the future and explores a possible way to gamify the teaching of function concepts in high school. |