2015
DOI: 10.1080/10494820.2014.997249
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A simulated learning environment of history games for enhancing players’ cultural awareness

Abstract: This research attempted to create the historical context of Southern Taiwan in the late nineteenth century based on the martial art novel "Xiao-Mao" (Pussy) by designing a role-play digital game "Taiwan Epic Game" about the war time; in which, Taiwanese history, geography, and culture are presented in an innovative way with virtual scenarios. Questionnaire surveys were conducted to investigate the effects of the digital game. The simulationist immersion premises were chosen to be the primary concern, with whic… Show more

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Cited by 26 publications
(15 citation statements)
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“…the introduced system and an alternative), like the work of Jylhä et al (2015) who present a comparative field study of their proposed multimodal, wearable system for alerting the user of nearby recommended POIs to a visual mobile application. Finally, the study of Shih et al (2015) investigated cultural awareness of students with pre-and post-tests (questionnaires). DISCUSSION, CRITIQUE AND OUTLOOK On the interactive systems examined, their purpose, technology and content Most systems identified for this review were games or applications that promoted exploration of physical or virtual places.…”
Section: Methods Of Empirical Evaluationmentioning
confidence: 99%
See 1 more Smart Citation
“…the introduced system and an alternative), like the work of Jylhä et al (2015) who present a comparative field study of their proposed multimodal, wearable system for alerting the user of nearby recommended POIs to a visual mobile application. Finally, the study of Shih et al (2015) investigated cultural awareness of students with pre-and post-tests (questionnaires). DISCUSSION, CRITIQUE AND OUTLOOK On the interactive systems examined, their purpose, technology and content Most systems identified for this review were games or applications that promoted exploration of physical or virtual places.…”
Section: Methods Of Empirical Evaluationmentioning
confidence: 99%
“…of publications Anagnostakis et al 2016;Andreoli et al 2016;Arends et al 2012;Bellotti et al 2012;Bellucci et al 2015;Callaway et al 2014;Chalvatzaras et al 2014;Coenen et al 2013;Correia et al 2014;Creed et al 2013;Di Franco et al 2015;. Diaz et al 2014;Duguleana et al 2016;Falvo, 2015;Floch and Jiang 2015;Froschauer et al 2013;Georgiadi et al 2016;Graf et al 2015;Han et al 2014;Huang et al 2013;Ijaz et al 2016;Jylhä et al 2015; Kassapakis et al 2016;Katsouri et al 2015;Kennedy et al 2013;Koutsabasis and Vosinakis, 2016;Loizides et al 2014;Lorenzini et al 2015; Madsen and Madsen, 2015;Maina and Suleman, 2015;Marshall et al 2016;Marton et al 2014;McCaffery et al 2015;O'Keefe and Benyon, 2015;O'Sullivan et al 2014;Panayiotou and Lanitis, 2016;Pietroni and Adami, 2014;Rennick-Egglestone et al 2016;Reunanen et a;2015;Rizvić and Skalonjić 2015; Rojas et al 2015;Rubino et al 2015;Shih et al 2015;…”
mentioning
confidence: 99%
“…The focus of this paper is on serious games for heritage (SGsH) [12], [13], of which many examples can be found throughout the literature, for both design [14]- [18] and evaluation [19], [20]. Many of these serious games aim to recreate cultural or historical settings of interest to be experienced by the player, whether it be a faraway cultural locale [15], [21], or a historical period or event now long past [22]- [25]. The prospect of being able to see and understand the past through our ancestors' eyes is an undeniably attractive one and likely draws many users to such learning games.…”
Section: Serious Games and Virtual Environments For Heritagementioning
confidence: 99%
“…Among the several solutions proposed, it is found different kinds of games like: educational games, e.g. the role-play digital game named "Taiwan Epic Game" where it was intended to create the historical context of Southern Taiwan in the late nineteenth century [9]; or location-based games, e.g. "Gossip at Palace," a location-based mobile game developed for an Italian historical residence to communicate its 18th-century history to teenagers [10].…”
Section: Theoretical Background 21 Technological Approaches In Cultumentioning
confidence: 99%