A better understanding of how gamification can help improve digital lifestyles

Chee-Ken Wong, Chien-Sing Lee
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引用次数: 1

Abstract

There are many people without or have little programming knowledge who have many creative ideas but do not have a platform to share, discuss, co-design and showcase their creative ideas. Therefore, in this capstone project, we aim to create a gamify Website to serve as a platform for different users to interact, engage and showcase their creativity. Significance of the study are first, there have been several studies on gamification in e-commerce and e-learning literature but our study is in the Malaysian context, focused on the effects of gamification to learning Science, Technology, Mathematics and Engineering (STEM), through a gamification website. Also, by creating a community of potential designers/creators, to increase interest in the learning of STEM (technology).
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更好地理解游戏化如何帮助改善数字生活方式
有很多人没有或很少有编程知识,他们有很多创意,但没有一个平台来分享、讨论、共同设计和展示他们的创意。因此,在这个顶点项目中,我们的目标是创建一个游戏化网站,作为不同用户互动,参与和展示他们创造力的平台。这项研究的意义在于,首先,已经有几项关于电子商务和电子学习文献中的游戏化的研究,但我们的研究是在马来西亚的背景下进行的,重点是游戏化对通过游戏化网站学习科学、技术、数学和工程(STEM)的影响。此外,通过创建一个潜在设计师/创作者的社区,增加对STEM(技术)学习的兴趣。
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