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Research On The Application Of Gamification In Educational Publishing In The Context Of Convergence

Posted on:2023-08-26Degree:MasterType:Thesis
Country:ChinaCandidate:Y YangFull Text:PDF
GTID:2558307118990629Subject:Journalism and Communication
Abstract/Summary:PDF Full Text Request
With the development of information technology,the publishing content industry is gradually transitioning from being a traditional content provider to a service provider,using information technology as a bridge to link traditional publishing and emerging digital publishing to jointly create a high-quality integrated publishing ecology.As an important part of the publishing industry,the educational publishing industry is also actively exploring convergence,planning and developing high-quality publishing products that meet the current needs of the education industry.Especially under the influence of the "double reduction" policy,how to achieve the educational publishing industry to "double reduction" effectiveness of the empowering effect,but also affect the current educational publishing integration development of the key issues.In the face of this problem,educational publishing content developers can actively introduce the gamification of product development thinking,using gamification as a means to optimize product services and enhance the information dissemination effectiveness of educational publishing products.This thesis firstly compares the basic context of the application of gamification in educational publishing in China,and clarifies the three main stages of the application of gamification in educational publishing since the new curriculum reform: the content stage,the platform stage and the service stage.And on the basis of a brief explanation of the connotation of gamification of educational publishing,a brief summary of the relevant theories and several major current gamification design mechanisms is given from the theory of cultural and information dissemination games.It also clarifies the rationality of using gamification thinking in China’s educational publishing under the dual background of publishing integration and education "double reduction" from two dimensions: the history of China’s educational information dissemination and the current social needs.After a comprehensive overview and comparative analysis,the current gamification-related applications of educational publishing in China are examined using the framework of "participation-motivation-social-sustainability".Gamification services will have a positive impact on the dissemination of information in educational publishing products.In terms of user participation,game elements can attract users’ attention and lead them to actively participate in information dissemination activities and acquire knowledge content;in terms of user motivation,gamification services can enhance users’ sense of acquisition in the form of digital badges and level rewards to encourage users’ learning behavior;in terms of user socialisation,the teamwork and competition attributes of game elements can meet users’ socialisation needs from two aspects In terms of user socialisation,the teamwork and competitive nature of the game elements can meet the social needs of users in two ways,promoting the construction of a social circle involving students,parents,teachers and other parties;in terms of continuous user usage,the gamified service can flexibly use forms such as leaderboards to provide user stickiness.Through the analysis of relevant case studies,gamification services can have a positive impact on the dissemination of information of educational publishing products from the above four levels.Finally,judging from the current practical results and social reactions of the relevant applications,the gamification application of educational publishing still needs to continue to be optimised and upgraded.This thesis uses web data crawling and interviews to sort out the problems in the content,technology and user feedback of gamification applications in educational publishing,and finds that there are certain problems in the innovation of relevant applications,the matching degree of technology and content,the market-oriented operation of products and user recognition.In response to these problems,relevant organisations should continue to optimise content development,user services and industrial collaboration,so as to give full play to the positive role of gamification in the integration and development of educational publishing in the context of "double reduction" and to highlight the social function of the educational publishing industry.
Keywords/Search Tags:Educational publishing, Publishing convergence, Gamification, Game elements
PDF Full Text Request
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