Evaluations to the gamification effectiveness of digital game-based adventure education course - GILT

Chang Hsin Lin, Ju Ling Shih

Research output: Contribution to journalReview articlepeer-review

4 Scopus citations

Abstract

This study aimed to design a digital game-based adventure education (GILT) course for team-building purposes. The six traditional activities chosen from adventure education were developed into six digital games and were integrated as a coherent face-to-face interactive course. In the course, participants can enhance interpersonal interactions, learn the themes and issues adventure education attempts to deliver, and train their problem-solving abilities with digital games. Thirty teenagers aged between 19 and 25 in Taiwan were invited to participate the course. Four aspects were evaluated with questionnaire in this study and the results show that the participants have positive attitudes toward the learning themes of adventure education, problem-solving abilities, interpersonal interactions, and game effectiveness about the six digital games in the GILT course.

Original languageEnglish
Pages (from-to)41-58
Number of pages18
JournalJournal of E-Learning and Knowledge Society
Volume11
Issue number3
StatePublished - 1 Sep 2015

Keywords

  • Adventure education
  • Digital game-based learning
  • Interpersonal relationship
  • Problem-solving

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