The past three years have been dominated by the ravages of the COVID-19 pandemic,which has resulted in millions of human lives lost.In this context,the demand for and calls for life education in all sectors of society have become increasingly urgent.The school-age period is a crucial time for the formation of a child’s personality,and education during this phase will greatly influence their future development.Providing life education from an early age can help children develop a positive outlook on life,cultivate a love,respect,and appreciation for life.This study first analyzed the content system of life education through a literature review,and then divided the life education objectives for school-age children into three stages based on relevant research on child development goals.Next,using gamification theory,the study obtained and analyzed the requirements for gamified life education for school-age children through surveys,user interviews,and natural observations.The study identified the experience requirements of gamified learning using a four-stage process and then used the fuzzy KANO model to classify the demand elements.Experts were invited to rank the importance of demand elements using the entropy weight-TOPSIS method,and based on the user requirements,the study generated design strategies for gamified life education products.Finally,the study designed and tested the "Life World" children’s life education product based on the design strategies and evaluated it through usability testing.Gamified life education for children can stimulate their interest in learning,enhance their understanding of life education knowledge,inspire deep reflection,and improve the efficiency and satisfaction of learning.This approach helps children develop correct life cognition from an early age and cultivate good habits in life. |