Jon-Chao Hong
National Taiwan Normal University, Taiwan
Title: How to gamify learning contents in the flip classroom
Biography
Biography: Jon-Chao Hong
Abstract
Gamification typically involves applying game design thinking to non-game applications to make them more fun and engaging. It can potentially be applied to any educational purposes and almost anything to create fun and engaging experiences. In addition, game-based learning is aimed at creating interest. This includes giving students the chance to pose questions, which could help students to activate prior knowledge and link new information to existing knowledge structures with deeper elaboration. In the process of posing and gamifying questions, some factors (e.g. learning anxiety, learning motivation, epistemic curiosity....) could affect the students’ attitudes and learning outcomes. This will be examined based on various App games developed be Digital Game-based Learning Laboratory including “TipOn”, “Whywhy”, “Garden Science” and “Mastering the World” and so on.