Proceedings of the 2022 8th International Conference on Humanities and Social Science Research (ICHSSR 2022)

How to Adapt Existing Video Games to Become Educational Games Used to Motivate Students and Help Them form Good Study Habits.

Taking The King of Glory as an Example

Authors
Dongqing Zhou
1Enter Author Affiliation: School of Foreign Languages, Wenzhou University, Zhejiang Province, China
Corresponding author. Email: 2226045570@qq.com
Corresponding Author
Dongqing Zhou
Available Online 1 June 2022.
DOI
10.2991/assehr.k.220504.344How to use a DOI?
Keywords
Digital Games; Game-based Learning; Inner Motivation For Learning; Learning Habits
Abstract

Game is a promising industry in China, but in the eyes of most parents, games are just obstacles for students to learn. With the rapid development of information network technology, the traditional school education as the center of the era has come to an end and human society has stepped into the realization of the all-around integration of human, education, life “post-education era”. Educational games try to return the development of learners to the natural form of human development and respect the natural law of human development. This paper will take the game “Be your own King” model adapted from “The King Of Glory” as an example to discuss how to adapt existing games, analyze and rationally use the game mechanism in popular games, and make it serve for education, which will have a positive guiding effect on the market and researchers. “Be Your Own King” is a game to cultivate the learning habits of the target group aged 13-18. Through the rules and experience of the game, it guides students to develop the learning habits of review, question making, and summary, forming a virtuous circle and stimulating the inner driving force of learning.

Copyright
© 2022 The Authors. Published by Atlantis Press SARL.
Open Access
This is an open access article distributed under the CC BY-NC 4.0 license.

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Volume Title
Proceedings of the 2022 8th International Conference on Humanities and Social Science Research (ICHSSR 2022)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
1 June 2022
ISBN
978-94-6239-580-0
ISSN
2352-5398
DOI
10.2991/assehr.k.220504.344How to use a DOI?
Copyright
© 2022 The Authors. Published by Atlantis Press SARL.
Open Access
This is an open access article distributed under the CC BY-NC 4.0 license.

Cite this article

TY  - CONF
AU  - Dongqing Zhou
PY  - 2022
DA  - 2022/06/01
TI  - How to Adapt Existing Video Games to Become Educational Games Used to Motivate Students and Help Them form Good Study Habits.
BT  - Proceedings of the 2022 8th International Conference on Humanities and Social Science Research (ICHSSR 2022)
PB  - Atlantis Press
SP  - 1901
EP  - 1908
SN  - 2352-5398
UR  - https://doi.org/10.2991/assehr.k.220504.344
DO  - 10.2991/assehr.k.220504.344
ID  - Zhou2022
ER  -