{"title":"Happy studying by gamificational role playing","authors":"Tsung-Han Hsieh, H. Huang","doi":"10.1109/ICOT.2014.6956601","DOIUrl":null,"url":null,"abstract":"In this paper we advocate that improving teaching quality through better course design should be at least the same important as the other components of current Orange Technology. In order to attain this idea, we present a course design which have applied the concept of gamification and practised with role playing. Gamification is applied to a group role playing game to intensified the material students are expected to learn in the course. Comparing the student participating rate of the role playing game over 3 years, this study finds that gamification should be able to increase the willing of students to participate voluntarily in the activities of a course. An informal query upon students who have participated in the gamified course show that gamification can be an efficient tool to deliver strong impressions in student's mindset.","PeriodicalId":343641,"journal":{"name":"2014 International Conference on Orange Technologies","volume":"60 36","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2014 International Conference on Orange Technologies","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICOT.2014.6956601","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
In this paper we advocate that improving teaching quality through better course design should be at least the same important as the other components of current Orange Technology. In order to attain this idea, we present a course design which have applied the concept of gamification and practised with role playing. Gamification is applied to a group role playing game to intensified the material students are expected to learn in the course. Comparing the student participating rate of the role playing game over 3 years, this study finds that gamification should be able to increase the willing of students to participate voluntarily in the activities of a course. An informal query upon students who have participated in the gamified course show that gamification can be an efficient tool to deliver strong impressions in student's mindset.