Abstract
In recent years, more attention has been paid to the application of gamification in the field of education. Previous research suggests that gamification in education can strengthen motivation and provide fun and engaging experiences. This research suggests a framework with game design element based on the behavior change model of TTM and SNAP. Consequently, with reference to this, a gamificated manual that trains primary school students’ time management skill is designed. This manual has been put into use and it has obtained rather positive primary feedback. Moreover, empirical research is conducted using this project in order to explore the impact of contemplation staged gamification in the model. The results suggested that the addition of game design elements at this stage increase the primary school students’ willingness to use the manual instead of their willingness to learn about time management. However, gamification elements do exhibit various effects as for the short-term storage of knowledge. The following explanation is then provided based on the experimental results and the framework raised: in educational gamification design with behavior modification as its aim, gamification can interfere and have a positive impact even before the action of behavior change; however, not all addition of gamification elements will lead to a positive result and the relative decision should be made carefully. The future research direction of educational gamification design aimed at behavior modification shall be discussed.
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Chen, B., Wang, W., Shui, L. (2021). A Framework of Gamified Learning Design Targeting Behavior Change and Design of a Gamificated Time Management Training Manual. In: Fang, X. (eds) HCI in Games: Serious and Immersive Games. HCII 2021. Lecture Notes in Computer Science(), vol 12790. Springer, Cham. https://doi.org/10.1007/978-3-030-77414-1_13
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