Font Size: a A A

Research And Application Of Gamification Thinking In Calligraphy Education App

Posted on:2024-09-13Degree:MasterType:Thesis
Country:ChinaCandidate:X W DongFull Text:PDF
GTID:2545306920986079Subject:Art and design
Abstract/Summary:PDF Full Text Request
This thesis discusses the research and application of gamification thinking in calligraphy education App,which is divided into five chapters.First of all,this thesis summarizes the importance of existing calligraphy and the difficulties it faces,and emphasizes the importance of gamification thinking in calligraphy education apps: it can effectively stimulate learners’ interest,promote their learning,and enhance their learning motivation.On this basis,the second chapter of this thesis summarizes the theoretical research on gamified thinking,and discusses the application methods of the intrinsic motivation and external performance of gamified thinking,as well as its role in improving learners.In the third chapter,the classification analysis of calligraphy education apps is carried out,and the characteristics of calligraphy education mobile apps are preliminarily understood by referring to the research content of relevant scholars.At the same time,combined with DMC pyramid structure and octagonal behavior analysis,this thesis analyzes the successful cases of the application of gamified thinking in calligraphy education apps,again verifying the strong feasibility of the application of gamified thinking in such apps.The fourth chapter shows the results of user research and user interviews.For example,it explores the pain points of young groups for calligraphy,online learning and offline learning,summarizes the needs,designs user portraits,and puts forward the application strategy of gamification thinking applied to calligraphy education apps,providing reference for relevant researchers.In the fifth chapter,design practice of calligraphy education App is carried out based on gamification thinking,so as to show that gamification has strong application in this kind of App,which can effectively solve users’ pain points and produce gamification mechanism design,low fidelity prototype and high fidelity prototype.Finally,Chapter 6 puts forward some suggestions to better apply gamified thinking and improve learners’ calligraphy level more effectively,which can be applied in future calligraphy education apps.In order to promote the development of calligraphy education.
Keywords/Search Tags:Gamified thinking, Gamification, Calligraphy education mobile Application, Traditional culture
PDF Full Text Request
Related items