Development of a SoLoMo Game-Based Application for Supporting Local Cultural Learning in Taiwan
Recently, the development of local cultural features and tourism has become important in Taiwan. To support local cultural education, relevant studies have developed outdoor learning approaches and integrated mobile technology to connect real-world and digital-world learning resources. Nevertheless,...
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Published in | Educational Technology & Society Vol. 21; no. 4; pp. 115 - 128 |
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Main Authors | , , , , , |
Format | Journal Article |
Language | English |
Published |
Palmerston North
International Forum of Educational Technology & Society
01.10.2018
National Taiwan Normal University International Forum of Educational Technology & Society |
Subjects | |
Online Access | Get full text |
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Summary: | Recently, the development of local cultural features and tourism has become important in Taiwan. To support local cultural education, relevant studies have developed outdoor learning approaches and integrated mobile technology to connect real-world and digital-world learning resources. Nevertheless, the above-mentioned developments are usually suitable for a specific learning process and activity. In other words, students may lack the motivation to engage in the same learning process repeatedly after participating in the learning activity. Therefore, to promote students' local cultural learning, this study developed a game-based local cultural learning application based on the social, local, and mobile (SoLoMo) principle. To investigate the effect of the proposed approach on students' learning performance with regard to local culture, a quasi-experiment was conducted on a society course at a Taiwanese elementary school. The experimental-group students learned with the proposed approach, while the control-group students learned with the conventional mobile learning approach. The experimental results showed that, compared with the conventional mobile learning approach, the proposed approach significantly improved the students' learning achievement, learning retention, and learning motivation. Moreover, it was also found that most students showed positive perceptions toward the usage of the proposed application. |
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Bibliography: | ObjectType-Article-1 SourceType-Scholarly Journals-1 content type line 23 ObjectType-Report-2 |
ISSN: | 1176-3647 1436-4522 1436-4522 |