ANALYSING TRENDS IN PIANO EDUCATION AND MUSIC LITERACY IN CHINA FROM THE 20TH TO THE 21ST CENTURY, FOCUSSING ON GUANG XI PROVINCE AS A CASE STUDY
Abstract
Across all levels of education, gamification has emerged as an essential component of traditional classroom instruction and online learning environments in recent years. More and more educational institutions are embracing and using gamification approaches as a result of the positive effects they have on student motivation and the efficiency of the learning process. This article introduces a game-based teaching-learning environment to help with the incorporation of digital games into the learning-teaching process. This setting is ideal for learning accounting skills online because of its focus on hands-on experience. Because gamification is becoming more popular at the university level, the article's game-based virtual classroom has been effectively used for a number of years, and the amount of students actively engaging in class has been rising consistently.