Learning by Creation: Improve the Quality of Students Creating Educational Games with "Team Building" and "Gamification Cards"

Project Details


This program not only allows learners to become teachers but also "creators", to provide new opportunities for learners to actively participate in learning. Let learners be able to create games and learn knowledge in the process of creation. This is Learning by Creation. Furthermore, to cope with the learning methods in the post-epidemic era, this plan adopts a "hybrid learning model", including two forms of synchronous and asynchronous, with "online live teaching", "pre-recorded videos" and "group experiential learning" "Activities" and other content to conduct cross-field topic-based learning. However, due to the problems of "insufficient team building" and "insufficient depth of topic discussion" among the group students, if improvements can be made, the quality of the digital educational game topics implemented by the group students will be improved. Therefore, it is proposed to use "team-building" and "gamification cards" to improve the quality of the actual work of creating two educational games (i.e. Playingcards.io and Gather Town), which can also deepen the practical ability of the students of human society. For this reason, two game-based digital learning curriculum designs are required to be completed in the mid-term and at the end of this course, which is adapted for Gather town game-based learning activities and educational board games, respectively. This includes aspects such as selecting themes, determining the scope of content, designing the content of activities, conducting methods, actual tests, collecting data, and analyzing the results.
Effective start/end date1/08/2231/07/23

UN Sustainable Development Goals

In 2015, UN member states agreed to 17 global Sustainable Development Goals (SDGs) to end poverty, protect the planet and ensure prosperity for all. This project contributes towards the following SDG(s):

  • SDG 4 - Quality Education
  • SDG 12 - Responsible Consumption and Production


  • Learning by Creation
  • Team Building
  • Gamification Cards
  • Educational Games
  • Interdisciplinary project-based learning


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