National Taiwan Normal University;Palmerston North: International Forum of Educational Technology & Society
摘要:
摘要: In the past ten years, mobile learning (m-learning) has created a new learning environment that enables learners, through active learning aids. Instructional pervasive gaming (IPG) seems to be an innovative way introduced to enhance m-learning. This study employed a theoretical IPG model to construct a cultural-based pervasive game. Individual and collaborative learning methods, learning effectiveness, attitude toward mobile devices, and satisfaction of the gameplay were explored. Forty-three fifth grade students were selected as the subjects for the experiment. Two religious historical sites were the experimental locations. Open Data Kit (ODK) form was used as the interface for gathering information from the mobile device. The results indicate that IPG is helpful for learning local culture, and students' attitude toward mobile devices affects their learning achievement. Also, the more agreeable students with the game, the more learning achievement can be obtained. 出版者: Palmerston North: International Forum of Educational Technology & Society 出版日期: 2014-04-01 出處: Educational Technology & Society, 2014-04, Vol.17 (2), p.169-182 資源來源: CEPS中文電子期刊 版權: Copyright 2014 by International Forum of Educational Technology & Society (IFETS) 版權: COPYRIGHT 2014 International Forum of Educational Technology & Society 版權: 2014. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the associated terms available at https://www.j-ets.net/ETS/guide.html 識別號: ISSN: 1176-3647 識別號: ISSN: 1436-4522 識別號: EISSN: 1436-4522 識別號: DOI: 10.30191/ETS.201404_17(2).0014