Enhancing Classroom Engagement through Interest-Based Gamification: A Case Study on Motor Principles and Operation

This paper explores the construction of a lively classroom through gamification and the creation of interest-based teaching aids in the context of the Motor Principles and Operation course. Drawing upon extensive theoretical frameworks, including Dynamic Systems Theory, Cognitive Load Theory, and Bayesian modeling, we introduce a multi-layered approach to enhance student engagement, knowledge retention, and skill acquisition. The integration of 3D printing and gamification in technical education shows significant improvements in student performance, motivation, and cognitive processing. A detailed case study illustrates the practical application of these theories, with statistical analysis validating the effectiveness of the proposed model.

Authors

Publication Details

Published
2024-11-01
DOI
https://doi.org/10.1145/3708394.3708421
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
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Enhancing Classroom Engagement through Interest-Based Gamification: A Case Study on Motor Principles and Operation

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Enhancing Classroom Engagement through Interest-Based Gamification: A Case Study on Motor Principles and Operation

J.B. Liu, Guanghong Li, Jing Wang, Hui Jing, Zheng Wang
article en
1 citations

Abstract

This paper explores the construction of a lively classroom through gamification and the creation of interest-based teaching aids in the context of the Motor Principles and Operation course. Drawing upon extensive theoretical frameworks, including Dynamic Systems Theory, Cognitive Load Theory, and Bayesian modeling, we introduce a multi-layered approach to enhance student engagement, knowledge retention, and skill acquisition. The integration of 3D printing and gamification in technical education shows significant improvements in student performance, motivation, and cognitive processing. A detailed case study illustrates the practical application of these theories, with statistical analysis validating the effectiveness of the proposed model.

Openalex Percentile: Top 21%
Educational Games and Gamification
0.79
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