Interactive Gamification Education Method
- DOI
- 10.2991/978-94-6463-815-8_12How to use a DOI?
- Keywords
- Interactive gamification education; PBL triangle model; SCAMP framework; Conceptual Hybridization-Prism Refraction Model
- Abstract
Interactive gamification in education incorporates game design principles to enhance student engagement and improve learning outcomes. This paper examines the theoretical foundations, design frameworks, and practical applications of gamification within educational contexts. It emphasizes the PBL triangle model, the 3C rule, and the SCAMP framework, illustrating how these theories guide the creation of educational games. The paper also introduces the Conceptual Hybridization-Prism Refraction Model, which synthesizes learning theories and game mechanics to offer an adaptive framework for designing educational games. Cross-disciplinary case studies demonstrate the practical implementation of these models in science, language learning, and history. The results underscore the potential of this approach to foster deeper learning and provide valuable insights for the future development of educational games.
- Copyright
- © 2025 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Naiying Yu PY - 2025 DA - 2025/08/13 TI - Interactive Gamification Education Method BT - Proceedings of the 2025 4th International Conference on Art Design and Digital Technology (ADDT 2025) PB - Atlantis Press SP - 95 EP - 103 SN - 2352-538X UR - https://doi.org/10.2991/978-94-6463-815-8_12 DO - 10.2991/978-94-6463-815-8_12 ID - Yu2025 ER -