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Design and Application Research of Gamification in University Curriculum——Taking the Course of TV Camera for Example

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Book cover HCI in Games: Serious and Immersive Games (HCII 2021)

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Abstract

It has been generally considered as one of the effective ways of teaching reform to add gamification into college courses. This study mainly discusses the specific methods of improving the learning effect of university courses through gamification, and tries to put forward a set of design framework and apply it to a university course. From the perspective of learning engagement, this paper analyzes the effect of gamification design and application, and investigates the relationship between gamification learning experience, learning motivation, personality traits and learning engagement. The significance of this study lies in, on the one hand, enriching the practical experience of improving learning engagement through gamification, on the other hand, providing reference for constructing the theoretical model of the relationship between gamification and learning engagement.

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Acknowledgements

This study is funded by The Key Education Research Project in 2020 Sponsored by Yuyue Educational Development Foundation in Center for Research on Pre-K12 Education of Peking University (No: JCJYYJ201902).

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Correspondence to Junjie Shang .

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Yao, Y., He, L., Shang, J. (2021). Design and Application Research of Gamification in University Curriculum——Taking the Course of TV Camera for Example. In: Fang, X. (eds) HCI in Games: Serious and Immersive Games. HCII 2021. Lecture Notes in Computer Science(), vol 12790. Springer, Cham. https://doi.org/10.1007/978-3-030-77414-1_20

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  • DOI: https://doi.org/10.1007/978-3-030-77414-1_20

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-77413-4

  • Online ISBN: 978-3-030-77414-1

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