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    Please use this identifier to cite or link to this item: https://ir.lib.ncu.edu.tw/handle/987654321/107688


    Title: Using instructional pervasive game for school children's cultural learning
    Authors: 施如齡;Chen, Cheng-Ping;Shih, Ju-Ling;Ma, Yi-Chun
    Contributors: 資訊電機學院網路學習科技研究所
    Keywords: Active Learning;Attitudes;Children;Civilization;Classrooms;Collaborative learning;Computer & video games;Computer Games;Computer Interfaces;Computers;Cooperative Learning;Copyrights;Correlation;Cultural Education;Cultural Influences;Culture;Distance learning;Education;Educational Change;Educational Environment;Educational Games;Educational Methods;Educational Strategies;Educational technology;Electronic devices;Electronic Learning;Elementary School Students;Experiential Learning;Foreign Countries;Fracture mechanics;Full Length Articles;Games;Handheld Devices;Historic Sites;History instruction;Influence of Technology;Informal Education;Inquiry;Instructional aids;Instructional Effectiveness;Instructional Systems;Intermediate Grades;Interpersonal Relationship;Learning Modalities;Learning Strategies;Learning styles;Learning Theories;Literature Reviews;Measures (Individuals);Mobile communication systems;Mobile devices;Mobile learning;Programmed Instructional Materials;Questionnaires;Religious Education;Satisfaction;Social interaction;Student Attitudes;Students;Study and teaching;Taiwan
    Date: 2014-01-01
    Issue Date: 2026-04-23 14:21:29 (UTC+8)
    Publisher: National Taiwan Normal University;Palmerston North: International Forum of Educational Technology & Society
    Abstract: 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
    Appears in Collections:[Graduate Institute of Network Learning Technology] journal & Dissertation

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