Research on Joint Application of Digital Media Interaction Technology and Points-Based Reward System in Digital Game-based Learning ——Take Shanghai Eagle Children’s Museum as an Example

Research Article
Open access

Research on Joint Application of Digital Media Interaction Technology and Points-Based Reward System in Digital Game-based Learning ——Take Shanghai Eagle Children’s Museum as an Example

Xiaoling Dong 1*
  • 1 College of Architecture and Urban Planning, Tongji University, Siping Road, Yangpu District, Shanghai, China    
  • *corresponding author Tgdjt5814@alumni.tongji.edu.cn
Published on 1 March 2023 | https://doi.org/10.54254/2753-7048/2/2022482
LNEP Vol.2
ISSN (Print): 2753-7056
ISSN (Online): 2753-7048
ISBN (Print): 978-1-915371-07-2
ISBN (Online): 978-1-915371-08-9

Abstract

Digital Game-oriented Learning (DGBL) is a learning method that integrates educational content with games, which has been an innovative approach to motivate children to learn. As an informal educational institution, children’s museums are the perfect application places of DGBL. DGBL contains four main features, namely objectives, participation, rules and feedbacks. Digital media interaction technology provides interesting and interactive game environment for DGBL. Points-based reward system is the feedback mechanism of DGBL, including making game rules, measuring learning outcomes and rewards. The joint application is conducive to realize the learning objectives of DGBL. Research in digital media interaction technology in museums is a relatively young field, but growing rapidly. However, there is little research on its application in children's museums, moreover, there is a lack of research on the application of DGBL and points-based reward system in children's museum. This paper firstly studies the interaction types, application practices and educational function of digital media interaction technology. Secondly, it analyzes the role of points-based reward system in stimulating children's internal learning motivation, and builds the joint application mode of digital media interaction technology and points-based reward system. Finally, it takes Shanghai Eagle Children's Museum as an example to practice the joint application mode of digital media interaction technology and points-based reward system by organizing children's experience tests and in-depth interviews. It is hoped that the theoretical and practical research of this paper can be used for reference to other children's museums, especially the children's museums to be built in future.

Keywords:

Digital game-based learning, digital media interaction technology, points-based reward system, Shanghai Eagle Children’s Museum

Dong,X. (2023). Research on Joint Application of Digital Media Interaction Technology and Points-Based Reward System in Digital Game-based Learning ——Take Shanghai Eagle Children’s Museum as an Example. Lecture Notes in Education Psychology and Public Media,2,813-821.
Export citation

References

[1]. Marc, P.(2003). Digital Game-Based Learning, Computers in Entertainment. Volume 1,Issue 1,21-23

[2]. Dani Arifudin , Eka Sulistiyaningsih , Intan Adila Kautsar.(2020) Optimization of the Digital Game Based Learning Instructional Design (DGBL-ID) Method as Learning Support Media. Jurnal Mantik. Volume 4, Number 3, 2147-2154

[3]. Association of Children’s Museums.(2019) Collective Vision:Staring and Sustaining a Children’s Museum. 70-71

[4]. Li Sida, An Introduction to Digital Media Arts.(2012) Qinghua University Press.38

[5]. Ke Yu, Zhuo Shi,Ye Feng,Tianlong Shen,,Zhixiong Huang,Yinwei Gu,Yingzhuo Deng and Yushi Liang.(2020) A Panoramic View System of Guilin Tourism Based on Interactive Projection Technology. Journal of Physics: Conference Series, 1-8

[6]. Zhai Yan.(2014) Application and Research of Gesture Interaction for Large Immersive System, Beijin Forestry Universtiy, 2

[7]. Natasha Moorhouse , M. Claudia tom Dieck and Timothy Jung.(2019) An Experiential View to Children Learning in Museums with Augmented Reality. Museum Management and Curatorship, Vol 34,No4:402-418

[8]. J. Wiemeyer, M. Kickmeier-Rust, and C. M. Steiner. (2016)Performance Assessment in Serious Games. In Serious Games, 273–302

[9]. Sun Joo Ahn, Kyle Johnsen, Catherine Ball.(2019)Points-based Reward Systems in Gamification Impact Children’s Physical Activity Strategies and Psychological Needs. Health Education & Behavior, 7

[10]. Bradley M. Allan, Roland G. Fryer, Jr.(2011) Appendix to :the Power and Pitfalls of Education Incentives. the Hamilton Project,4

[11]. Richard Van Eck.(2016) Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. Educause Review, Vol 41, No.2,1-15.


Cite this article

Dong,X. (2023). Research on Joint Application of Digital Media Interaction Technology and Points-Based Reward System in Digital Game-based Learning ——Take Shanghai Eagle Children’s Museum as an Example. Lecture Notes in Education Psychology and Public Media,2,813-821.

Data availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

Disclaimer/Publisher's Note

The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of EWA Publishing and/or the editor(s). EWA Publishing and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content.

About volume

Volume title: Proceedings of the 3rd International Conference on Educational Innovation and Philosophical Inquiries (ICEIPI 2022), Part I

ISBN:978-1-915371-07-2(Print) / 978-1-915371-08-9(Online)
Editor:Abdullah Laghari, Nasir Mahmood
Conference website: https://www.iceipi.org/
Conference date: 4 August 2022
Series: Lecture Notes in Education Psychology and Public Media
Volume number: Vol.2
ISSN:2753-7048(Print) / 2753-7056(Online)

© 2024 by the author(s). Licensee EWA Publishing, Oxford, UK. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license. Authors who publish this series agree to the following terms:
1. Authors retain copyright and grant the series right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this series.
2. Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the series's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this series.
3. Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See Open access policy for details).

References

[1]. Marc, P.(2003). Digital Game-Based Learning, Computers in Entertainment. Volume 1,Issue 1,21-23

[2]. Dani Arifudin , Eka Sulistiyaningsih , Intan Adila Kautsar.(2020) Optimization of the Digital Game Based Learning Instructional Design (DGBL-ID) Method as Learning Support Media. Jurnal Mantik. Volume 4, Number 3, 2147-2154

[3]. Association of Children’s Museums.(2019) Collective Vision:Staring and Sustaining a Children’s Museum. 70-71

[4]. Li Sida, An Introduction to Digital Media Arts.(2012) Qinghua University Press.38

[5]. Ke Yu, Zhuo Shi,Ye Feng,Tianlong Shen,,Zhixiong Huang,Yinwei Gu,Yingzhuo Deng and Yushi Liang.(2020) A Panoramic View System of Guilin Tourism Based on Interactive Projection Technology. Journal of Physics: Conference Series, 1-8

[6]. Zhai Yan.(2014) Application and Research of Gesture Interaction for Large Immersive System, Beijin Forestry Universtiy, 2

[7]. Natasha Moorhouse , M. Claudia tom Dieck and Timothy Jung.(2019) An Experiential View to Children Learning in Museums with Augmented Reality. Museum Management and Curatorship, Vol 34,No4:402-418

[8]. J. Wiemeyer, M. Kickmeier-Rust, and C. M. Steiner. (2016)Performance Assessment in Serious Games. In Serious Games, 273–302

[9]. Sun Joo Ahn, Kyle Johnsen, Catherine Ball.(2019)Points-based Reward Systems in Gamification Impact Children’s Physical Activity Strategies and Psychological Needs. Health Education & Behavior, 7

[10]. Bradley M. Allan, Roland G. Fryer, Jr.(2011) Appendix to :the Power and Pitfalls of Education Incentives. the Hamilton Project,4

[11]. Richard Van Eck.(2016) Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. Educause Review, Vol 41, No.2,1-15.