A System Data Analysis to Explorethe Effect of Gamification Platform in the Classroom

碩士 === 國立臺南大學 === 數位學習科技學系碩博士班 === 108 === This study focuses on gamification. In view of the demand for the implementation of teaching practice and the changes in the learner's own knowledge or experience, the concept of using gamification mechanism in the non-digital teaching environment has...

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Bibliographic Details
Main Authors: Yang,Jhong-Wei, 楊鐘瑋
Other Authors: Tsung-Yen Chuang
Format: Others
Language:zh-TW
Published: 2019
Online Access:http://ndltd.ncl.edu.tw/handle/aq84sv
Description
Summary:碩士 === 國立臺南大學 === 數位學習科技學系碩博士班 === 108 === This study focuses on gamification. In view of the demand for the implementation of teaching practice and the changes in the learner's own knowledge or experience, the concept of using gamification mechanism in the non-digital teaching environment has increased in recent years. However, there are few examples in related research to explore whether these gamification mechanisms will have different influences on learners in the game-based learning environment and the gamification environment, which gamification mechanisms are more suitable for the target group to influence their learning or behavior. To this end, this study refers to the relevant gamification system and develops an online gamification learning system, and introduces the common mechanisms in the game world: Points, Badge, LeaderBoard, hereinafter referred to as PBL.This study also systematically intervenes in the teaching environment of the elementary school. After the experiment, according to the data records in the background of the system, and corresponding to the qualitative content of the teacher and the students, the influence and some changes on the students and teachers after the system intervention are discussed.This study finds that the means of punishment is indispensable. Even if gamification essentially does not encourage disciplinary methods, there is still a need for classroom management. The point and badge mechanism, after importing, can indeed have a positive impact on students, and sometimes it can unexpectedly discover the advantages that students can't see on paper evaluation, and the mechanism of achievement also makes the entity's literal list appear. It's less important, because the comparison on the rankings shows that the students' psychology has their own rankings. Therefore, the ranking mechanism is integrated into other game mechanics. This study believes that more students can be helped in learning.