Proceedings of the 2025 4th International Conference on Art Design and Digital Technology (ADDT 2025)

Interactive Gamification Education Method

Authors
Naiying Yu1, *
1The University of Edinburgh, Edinburgh, EH8 9YL, UK
*Corresponding author. Email: wei2273@qq.com
Corresponding Author
Naiying Yu
Available Online 13 August 2025.
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.

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Volume Title
Proceedings of the 2025 4th International Conference on Art Design and Digital Technology (ADDT 2025)
Series
Advances in Computer Science Research
Publication Date
13 August 2025
ISBN
978-94-6463-815-8
ISSN
2352-538X
DOI
10.2991/978-94-6463-815-8_12How to use a DOI?
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  -