EXPLORING TRENDS IN PIANO EDUCATION AND MUSIC LITERACY ACROSS CHINA FROM 20TH TO 21ST CENTURY, WITH CASE STUDY OF GUANG XI PROVINCE
Abstract
The last several years have shown that gamification in learning organization is become a vital component of both conventional schooling and distance education throughout all levels of academic study. Because of the beneficial benefits that successful gamification tactics have on the motivation of students or the effectiveness of the learning process, more and more schools are adopting and applying these strategies. This article provides a game-based teaching-learning environment, a method for integrating digital games into the learning-teaching process. The environment is built online learning of accounting competences, with a focus on the experiential learning approach. Because gamification is becoming increasingly popular at this level of education, the article's game-based virtual classroom has been utilized effectively in higher education for various years, and the number of students actively participating in the classroom has been growing semester after semester.