Font Size: a A A

Design And Application Of Gamification Thinking In K12 Online Educationg Products

Posted on:2020-09-20Degree:MasterType:Thesis
Country:ChinaCandidate:L L WangFull Text:PDF
GTID:2392330572973738Subject:Art
Abstract/Summary:PDF Full Text Request
In recent years,the emergence of phenomena-level games has allowed users to participate in games with great enthusiasm and form a stable and active community organization.This kind of effect makes the non-gaming field have a strong interest in the cross-border application of the game,and the application of gamification thinking has quietly stepped onto the stage.Many scholars and predecessors have tried to define gamification thinking and properly design and try it.However,the definition of gamification thinking in K12 education field is relatively broad,and there is no phenomena-level product in design.Therefore,this topic attempts to understand and comb gamification thinking,and analyzes the psychological and behavioral characteristics of K12 target users,and then creates a gamification system model suitable for K12 education,and provide examples and references for the gamification evolution of K12 online education products.This topic identifies the research content as an ancient poetry through the characteristics of gamification thinking and its applicable fields,which will be elaborated in the second chapter.According to user characteristics and usage scenarios,the research subjects are defined as teenagers aged 9-15 and parents who have supervision over them.The specific reasons will be introduced in the third chapter.The purpose of this research is to enable target users to learn and interact in a more enjoyable and efficient way through the use of gamification thinking,so as to achieve good learning results.The final output is an ancient poetry product for 9-15 year olds and their parents.This project has designed two clients,"Yuewen"and "Yuewen Parents".Firstly,through a large number of literature studies and case studies,this paper sorts out the concept of gamification thinking under the research scope of this paper,and elaborates gamification thinking from the two perspectives of internal characteristics and external performance,and constructs the theoretical basis and support of the full text.Based on the value and problems of gamification in the field of K12 education,the scope of application of gamification thinking in K12 education is determined,and the selection of ancient poems is explained.Then,the subject researched the relevant users in the field,determined the scope of the target users through quantitative research,and then identified the target users' pain points through quantitative and qualitative research,completed the creation of four user role portraits.This paper matches the intrinsic characteristics of user needs and gamification thinking with the external performance,and sorts out the design features of product level,user and product interaction level and user and user interaction level,and designs the general design of"Yuewen" products.These have laid a good foundation for subsequent product design.By combing the problems and needs of existing products,this paper plans the gamification strategy from the product level,user and product interaction level and user and user interaction level,and puts the design of"Yue Wen" in various dimensions.Finally,this topic elaborates "Yuewen"and "Yuewen Parents" to introduce the overall operation mode of the gamification mechanism based on the user's core features,and demonstrates the product information structure,low fidelity design and high fidelity design.The design verification of the core module proves that the gamification thinking has a positive effect in the ancient poetry products.
Keywords/Search Tags:gamification thinking, K12 online education, product design
PDF Full Text Request
Related items