About this paper

Appears in:
Pages: 3310-3314
Publication year: 2012
ISBN: 978-84-616-0763-1
ISSN: 2340-1095

Conference name: 5th International Conference of Education, Research and Innovation
Dates: 19-21 November, 2012
Location: Madrid, Spain

POSSIBILITY OF E-LEARNING EDUCATION THAT USES THE GAMIFICATION

T. Matsumoto

Nara Women's University (JAPAN)
This paper proposes the e-learning support methods using the Gamification. This support method is development of the contents using the Gamification. E-learning has major three disadvantages of high dropout rates, degrading motivation and lack of community support. The proposed e-learning support methods using the Gamification are effective to solve the three disadvantages of e-learning I mentioned. To show the proposed e-learning support method based on Gamification could overcome the already mentioned. Gamification is a new coinage. Gamification is the use of game play mechanics for non-game applications particularly consumer-oriented web and mobile sites. Especially, there is continuance in the game mechanics. The Gamification consists chiefly of the following four elements: Interest, Competition, Share, and communications. I focus the first elements of the Gamification. I developed contents based on the manga. Manga media for the e-learning support which is presented for students with easily attracting their empathy and interest. But, the manga based e-learning content are temporarily effective and there are no long-term effect in them. To generate interest, Competition,Share and Communications high quality manga contents should be developed. I developed contents that not only the element of the game but also the quality of the education had secured. I show you evaluation results of the manga based e-learning content by testee to 77 high school school students who use the e-learning contents. The evaluation table shows that most students satisfy and the point of the test went up.
@InProceedings{MATSUMOTO2012POS,
author = {Matsumoto, T.},
title = {POSSIBILITY OF E-LEARNING EDUCATION THAT USES THE GAMIFICATION},
series = {5th International Conference of Education, Research and Innovation},
booktitle = {ICERI2012 Proceedings},
isbn = {978-84-616-0763-1},
issn = {2340-1095},
publisher = {IATED},
location = {Madrid, Spain},
month = {19-21 November, 2012},
year = {2012},
pages = {3310-3314}}
TY - CONF
AU - T. Matsumoto
TI - POSSIBILITY OF E-LEARNING EDUCATION THAT USES THE GAMIFICATION
SN - 978-84-616-0763-1/2340-1095
PY - 2012
Y1 - 19-21 November, 2012
CI - Madrid, Spain
JO - 5th International Conference of Education, Research and Innovation
JA - ICERI2012 Proceedings
SP - 3310
EP - 3314
ER -
T. Matsumoto (2012) POSSIBILITY OF E-LEARNING EDUCATION THAT USES THE GAMIFICATION, ICERI2012 Proceedings, pp. 3310-3314.
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