Gamification Design of a Carbon Neutral Science App for Children Based on the Octagon Behavior Analysis Model

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Abstract

As a product of the combination of science education and the information age, popular science apps for children are playing an increasingly important role, and popular science games have gradually become a new way to disseminate scientific knowledge. Gamification can stimulate children’s desire to explore, curiosity. From the perspective of gamification driving forces, this paper explores the triggering of eight core driving forces for different types of player user behaviors, and combines the status quo and user characteristics of children’s science popularization apps to obtain the game driving mechanism for four types of player users, and then through children’s science popularization The user journey analysis of similar APPs, according to the user’s usage process habits, builds a gamification driving model for children’s popular science APPs. And use this to guide the gamification design of children’s popular science APP with the theme of carbon neutrality, and finally evaluate the design plan. Introducing gamification design into the field of children’s science popularization can actively guide user behavior, provide children with an entertaining way of learning, and promote their interest in and understanding of science.

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APA

Wang, Y. (2023). Gamification Design of a Carbon Neutral Science App for Children Based on the Octagon Behavior Analysis Model. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 14060 LNCS, pp. 320–331). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-031-48060-7_24

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