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.
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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.