Gamification: A Case Study of Board Game Teaching Video
碩士 === 國立臺北教育大學 === 數位科技設計學系(含玩具與遊戲設計碩士班) === 101 === This thesis aims at investigatimg how board game teaching video can be improved through the application of gamification. We combine a board game teaching video and some game design elements by using annotations in YouTube. It helps video be paid...
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ndltd-TW-101NTPT07870202016-03-23T04:14:08Z http://ndltd.ncl.edu.tw/handle/77582846080910080592 Gamification: A Case Study of Board Game Teaching Video 遊戲化的應用-以桌上遊戲教學影片為例 Wei-Yi Wu 吳偉義 碩士 國立臺北教育大學 數位科技設計學系(含玩具與遊戲設計碩士班) 101 This thesis aims at investigatimg how board game teaching video can be improved through the application of gamification. We combine a board game teaching video and some game design elements by using annotations in YouTube. It helps video be paid attention and upgrades the viewer's interest. Board game teaching video “A” which doesn’t has gamification and “B” which has gamification have been finished and upload them in Youtube, then disseminate links to some board game internet station, did the data collection in a month. During the experiment and a survey were conducted for the viewers. The results of performance metrics and audience retention demonstrated that board game teaching video which has gamification could be paid attention and upgrades the viewer's interest, but some convenient items easily lead viewers only see they want to see, bring about increased number of viewing but average viewing time doesn’t have growing, that needs attention and improvement. Ping-Lin Fan 范丙林 2013 學位論文 ; thesis 61 zh-TW |
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碩士 === 國立臺北教育大學 === 數位科技設計學系(含玩具與遊戲設計碩士班) === 101 === This thesis aims at investigatimg how board game teaching video can be improved through the application of gamification. We combine a board game teaching video and some game design elements by using annotations in YouTube. It helps video be paid attention and upgrades the viewer's interest. Board game teaching video “A” which doesn’t has gamification and “B” which has gamification have been finished and upload them in Youtube, then disseminate links to some board game internet station, did the data collection in a month. During the experiment and a survey were conducted for the viewers. The results of performance metrics and audience retention demonstrated that board game teaching video which has gamification could be paid attention and upgrades the viewer's interest, but some convenient items easily lead viewers only see they want to see, bring about increased number of viewing but average viewing time doesn’t have growing, that needs attention and improvement.
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Ping-Lin Fan |
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Ping-Lin Fan Wei-Yi Wu 吳偉義 |
author |
Wei-Yi Wu 吳偉義 |
spellingShingle |
Wei-Yi Wu 吳偉義 Gamification: A Case Study of Board Game Teaching Video |
author_sort |
Wei-Yi Wu |
title |
Gamification: A Case Study of Board Game Teaching Video |
title_short |
Gamification: A Case Study of Board Game Teaching Video |
title_full |
Gamification: A Case Study of Board Game Teaching Video |
title_fullStr |
Gamification: A Case Study of Board Game Teaching Video |
title_full_unstemmed |
Gamification: A Case Study of Board Game Teaching Video |
title_sort |
gamification: a case study of board game teaching video |
publishDate |
2013 |
url |
http://ndltd.ncl.edu.tw/handle/77582846080910080592 |
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