ABSTRACT

Based on the overall economic situation of Chinese cities and the special situation of Chinese college entrance examination, this paper takes the popularization of gamification education as a jumping point to consider an innovative idea to solve relative problems. The theme of this paper is to design a video game that can help high school students acquire multiple abilities and practical English skills and try to solve problems in a multi-element approach. The most common research method used in this paper is content analysis, which is mainly based on the theoretical output content of scholars such as Laine and Killi. From a realistic meaning point of view, this paper provides practical examples and inspiration for technical experts studying GBL and educators leading AI innovation in education. The gamification of education is still a brand new field, and the interdisciplinary exchange and the collision of ideas of scholars will make the subject content more and more substantial.