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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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
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spelling ndltd-TW-108NTNT03950012019-11-28T05:23:32Z http://ndltd.ncl.edu.tw/handle/aq84sv A System Data Analysis to Explorethe Effect of Gamification Platform in the Classroom 由系統數據探討遊戲化系統於教學現場之影響 Yang,Jhong-Wei 楊鐘瑋 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. Tsung-Yen Chuang 莊宗嚴 2019 學位論文 ; thesis 62 zh-TW
collection NDLTD
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description 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.
author2 Tsung-Yen Chuang
author_facet Tsung-Yen Chuang
Yang,Jhong-Wei
楊鐘瑋
author Yang,Jhong-Wei
楊鐘瑋
spellingShingle Yang,Jhong-Wei
楊鐘瑋
A System Data Analysis to Explorethe Effect of Gamification Platform in the Classroom
author_sort Yang,Jhong-Wei
title A System Data Analysis to Explorethe Effect of Gamification Platform in the Classroom
title_short A System Data Analysis to Explorethe Effect of Gamification Platform in the Classroom
title_full A System Data Analysis to Explorethe Effect of Gamification Platform in the Classroom
title_fullStr A System Data Analysis to Explorethe Effect of Gamification Platform in the Classroom
title_full_unstemmed A System Data Analysis to Explorethe Effect of Gamification Platform in the Classroom
title_sort system data analysis to explorethe effect of gamification platform in the classroom
publishDate 2019
url http://ndltd.ncl.edu.tw/handle/aq84sv
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