Gamification'' Course Experice Sharing from Student Chen-Hsin Lee, ISTM

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Gamification'' Course Experice Sharing from Student Chen-Hsin Lee, ISTM

2021.01.05

Student Chen-Hsin Lee, planned to study abroad in the University of Queensland in Australia starting from August, the plan was disarranged due to COVID-19. Chen-Hsin Lee stayed in Taiwan studying online learning courses of the University of Queensland, at the same time, he joined the Capacity-Increasing courses “Gamification” held by d.School and ISTM, he learned a lot and wished to share his experience.

  • The Gamification was taught by the Gamification theoretical framework Octalysis founder Yu-Kai Chou, the course combined game design and production behavior, hoping to train the seed talent students to develop the impact ability in the enterprises in the future. The course would deeply explore the factors that stimulate the brain, enhancing user motivation, changing behavior, and transforming all kinds of things into interesting game activities.
  • Q1: Why did you want to join the "Gamification" course?

    One of my aims is to start an enterprise, thus I would like to understand consumers’ preferences including myself.

  • Q2: What are the characteristics or highlights of "Gamification" course?

    The instructor has a set of self-made rules to explain motivation for doing things, including sense of mission, sense of accomplishment, creativity, etc. If these motivations are properly applied to goods or services, consumers can be attracted and retained more successfully.

     

  • Q3: What do you learn from '' Gamification'' course?

    I think this course allows me to look at the popular services and products on the market from a different and new perspective. I can also use the knowledge I have learned to find possible defects in these services and products and furthermore propose some possible improvements.

     

  • Q4: Can this course, "Gamification" be combined with the courses you have previously studied? Please give an example.

    I think this course can be combined with “Innovation Projects I“I have taken before, especially the part of product design and user interaction.

     

  • Q5: How can the "Gamification" course be applied to academic study or real life? Please give an example.

    This course can not only be applied to product development but many human behaviors.  Therefore, the concept of gamification can also be used in many aspects of real life, such as teamwork, cooperation, and work efficiency between team members.

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