Construction of an Experiential Teaching Model Based on Game Design-Taking the Business Etiquette Course in Universities as an Example
Abstract
The rapid popularization of artificial intelligence technology and the deep penetration of smartphones have brought an unprecedented "attention crisis" to university classrooms. Students are overly dependent on AI tools, and the phenomenon of "recessive truancy" in class has become prominent, making traditional lecture-based teaching ineffective in attracting student participation. Based on experiential learning theory, cognitive absorption theory, and motivation theory, this study first clarifies the mechanisms of game-based experiential teaching, and then constructs an experiential teaching model based on game design. Centering on the objectives of the Business Etiquette course, three types of classroom games (physical analysis games, action expression games, and language expression games) are designed, and a three-stage teaching process of "pre-class motivation stimulation—in-class game experience—post-class internalization and application" is proposed. This study belongs to theoretical construction research, and the proposed mechanisms and teaching model await subsequent empirical testing.
How to Cite This Article
Weiwei Jiang (2026). Construction of an Experiential Teaching Model Based on Game Design-Taking the Business Etiquette Course in Universities as an Example . International Journal of Multidisciplinary Research and Growth Evaluation (IJMRGE), 7(3), 1137-1144. DOI: https://doi.org/10.54660/.IJMRGE.2026.7.3.1137-1144