英文摘要 |
In today''s multicultural society, it is a common phenomenon for educators to integrate games into educating. Because games are interesting, interactive and timely, participants can directly judge, execute and get feedback through the guidance of the game. Through this cycle mode, will help participants to grow in problem solving and creative thinking. Based on the education board game to design cycle model teaching material, the educational goal is to focus on teamwork, and to develop products based on board games. Through the game, you can create a lot of experience learning. But how to make the game deeper and also deepen the connection of educational ideas is the main topic of this creation. The purpose of educational gamification is to induce the intrinsic motivation of the participants, and easier to obtain a sense of accomplishment, so that the participants can continually try to face the challenges of deliberate design by to their own willing. Therefore, in the design of the game mechanism, the balance between game fun and educational concept transfer becomes especially important. If the transfer of educational concept is too high, it is contrary to the original intention of promoting the motivation of participation through educational gamification. On the contrary, focusing on the fun of the game, it is easy to cause the loss of educational goals. At this stage, the educational gamification teaching materials can not completely replace the traditional education teaching methods. The two must have a combination of before and after, so that they can achieve the motivation and enthusiasm of the players, and learn the knowledge that the educator wants to transmit. Take this creative work as an example, as a reference example to deepen the connection between gamification textbooks and educational concepts. |