Evaluations to the gamification effectiveness of digital game-based adventure education course -- GILT ARTICLE
Chang-Hsin Lin, Ju-Ling Shih, National University of Tainan
Journal of e-Learning and Knowledge Society Volume 11, Number 3, ISSN 1826-6223 e-ISSN 1826-6223 Publisher: Italian e-Learning Association
This study aimed to design a digital game-based adventure education (GILT) course for team-building purposes. The six traditional activities chose 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 participant 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.
Lin, C.H. & Shih, J.L. (2015). Evaluations to the gamification effectiveness of digital game-based adventure education course -- GILT. Journal of e-Learning and Knowledge Society, 11(3),. Italian e-Learning Association. Retrieved January 20, 2018 from https://www.learntechlib.org/p/151926/.