POSSIBILITY OF E-LEARNING EDUCATION THAT USES THE GAMIFICATION
Nara Women's University (JAPAN)
About this paper:
Appears in:
ICERI2012 Proceedings
Publication year: 2012
Pages: 3310-3314
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
Abstract:
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.Keywords:
e-learning, gamification, communications, Motivation.