Gamification of digital art
Promoting speculative design and interactive experience
Bibliographic Data
| ID | 21631235 |
|---|---|
| Authors | Jing Li (0000-0001-7792-4322, Design and Art College of Henan University of Technology, Henan University of Technology, Zhengzhou, People’s Republic of China, corresponding author) |
| Year | 2024 |
| Volume | 32 |
| Issue | 3 |
| Pages | 1079-1090 |
| Publication date | 2024-03-15 |
| Open Access | No |
| Type | ARTICLE |
| Venue | Interactive Learning Environments (JOURNAL) |
| Journal identifiers | ISSN: 1049-4820 • E-ISSN: 1744-5191 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/10494820.2022.2113099 |
| OpenAlex | W4293179668 |
| Language | EN |
| References cited | 37 |
The development of new approaches to digital art is based on improving a variety of technologies. The main goal of this paper is to identify the gamification of digital art through the promotion of speculative design and interactive experiences. To achieve this goal, theoretical and practical methods were used in the research. A survey determined approaches the designers used to improve their skills. Most respondents (28%) prefer reading books and watching video blogs on their own while 22% of designers took professional courses. Therefore, mechanisms that promote respondents’ involvement in selecting professional courses for designers have been described. Cognitive assessment of the skills acquired after completing the course showed significant advantages compared to those observed at the start of the experiment. This was confirmed by the Cohen coefficient. The hierarchy analysis method also contributed to the identification of program elements that are most important for the development of professional skills while not relying exclusively on the data from respondents. The value of the presented work lies in the possibility to improve the skills of gamification in the field of design with the help of the developed mechanisms, the effectiveness of which has been confirmed in practice
Hierarchy · Multimedia · Pedagogy · Professional development · Computer Science · Creativity in Education and Neuroscience · Educational Innovations and Challenges · Psychology · Virtual Reality Applications and Impacts
The Gamification of Learning
Gamification and student motivation
Effects of gender and personality differences on students’ perception of game design elements in educational gamification
Can gamification help to improve education? Findings from a longitudinal study
Gamifying Online News in a Senior Online Community
Viewing Gamification Design Limitations and Weaknesses through a Pandemic Lens
Innovation in the teaching-learning process
| Highly cited | No |
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