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Impacts of Curriculum Gamification Teaching Strategy on the Learning Motivation of College Students

YEO, JUN HUI
Department of Digital Media Design of National Yunlin University of Science and Technology Graduate Student
Email:42zhazha@gmail.com

CHO, I HSUAN
Department of Digital Media Design of National Yunlin University of Science and Technology Graduate Student
Email:green25875565@gmail.com

YANG, HSI HSUN
Department of Digital Media Design of National Yunlin University of Science and Technology Associate Professor
Email:jimmy@yuntech.edu.tw

HWANG, GWO HAUR
Bachelor Program in Interdisciplinary Studies of National Yunlin University of Science and Technology Associate Professor
Email:ghhwang0424@gmail.com

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Abstract

Most studies have designed games into advanced textbooks and quizzes instead of starting with curriculum mapping. Therefore, this study applied gamification teaching strategies through the curriculum of design department at university. The gamification teaching strategy integrates the teaching process through the game mechanism and elements. Participants are 35 junior grade of college students. Course activities apply didactic teaching from week 1 to week 9, followed by gamification teaching strategies for course activities from week 10 to week 18. The results of this study showed that compared to non-gamification didactic teaching, the gamification course strategy makes the course learning more interesting and allows them to learn more motivation. Therefore, indirectly establish and enhance students’ confidence and satisfaction in the course. At the same time, this study also found that the gamification teaching strategy of the course can enhance the atmosphere of the course and bring more positive learning effects. Because students have positive attitudes, affecting other students also increase their interest in learning. Students also want to apply the after-school hour to understand more course content.

Keywords :Gamification, Instructional Strategies, Learning Motivation, Motion Capture