Many gamification designs in education do effectively mobilize students to some extent. Yet, there is still very little research to account for the specific influence on each student. It is essential to determine whether the students can be engaged by gamification in terms of various psychological factors. In this paper, the game element point was chosen to design the experiment. The experiments were used to engage students to ask more questions in class. The results indicated that gamified designs were effective in engaging people who were bashful or distracted. In addition, students were engaged more easily in social circumstances through a comparison of individual and social interactions. This research provides fertile ground for further gamification designs in education.
We live in a society in rapid development of technology, social networking sites that we use almost every day, but the main purpose of these social networks are not sharing knowledge within the university campus to share knowledge and learn from the experience is very important. Joomla! is an internationally renowned content management system, which is based on the framework of the PHP language and MySql database. In this paper, we based on Joomla! and with MySql database management system designed and implemented a campus social network, designed to create a favorable environment for teachers and student exchanges and cooperation.
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