A Gamification Platform to Encourage the Students Social Etiquette Improvement

Abstract

Information Technology and globalization help bring people closer. The boundary between nations are blurred and many cultures are lost or being absorbed by westernization. Thailand, like many Asian countries, has unique manners and norms that are considered old or obsoleted by some younger generations. The idea such as selflessness or the will to help people without getting paid are rarely seen in the society. Currently, many Universities in Thailand encourage the academia to reintroduce the idea of social etiquettes to the students. However, unlike the achievements in term of academic performance, the etiquette properties of students are difficult to measure. Thus, make it difficult to evaluate their improvements. In order to enumerate the good deeds done by students, a prototype information system to keep track of students’ activities will be developed and deployed at Rajabhat Rajanagarindra University in Thailand as a test site. The system will be used by both students and teachers where the objectives for each achievement are preset to follow the University’s requirements. The students are encouraged to keep doing good deeds through gamification where they will be rewarded with digital trophies once the conditions are met. Once the system is operated for an adequate period of time, it is believed that the social etiquettes of the students will be improved. It is possible that if the system is widely adopted, it will lead to the better manners of the students and improve the quality of the society as a whole.



Author Information
Surasak Srisawan, Rajabhat Rajanagarindra University, Thailand

Paper Information
Conference: ACE2013
Stream: Education

This paper is part of the ACE2013 Conference Proceedings (View)
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