Evaluate Current Situations
Define Requirements
With the development of technology, many institutions are applying different technology to enhance the effectiveness of teaching. E-learning has been raised and developed in the past two decades. With the growth of technology, gamification in education can have more diversity, with more use of electronic devices and software applications.
Game elements like characters, competitive environment and game mechanics are added to the content to provide a level up system and reward accomplishments such as getting points, badges, lives. Every student can get his/her own character to develop.
When playing with the games, students need collaboration so as to win and promote team spirit. The happiness of attending class will improve students’ intentions of learning.
Act as a teaching tool, help teachers to prepare lecture and manage students. Easy way to know students’ weaknesses and strength by getting analysis from the game results.
New learning experience and to increase the motivation of learning.
Question/answer-system will be general so that teacher can use in different courses.
Experience will be accumulated into Student's own character so character can level up and strengthen its ability.
( game screen of The World of Mystic Wiz, a question/answer-base RPG game )
The target users of the application are secondary school teachers and students.
The games can utilize facilities inside a classroom including teacher’s computer, students’ smart phones or laptops and Wi-Fi infrastructure.
Teacher’s computer can display game result of students instantly.