Development of a SoLoMo Game-Based Application for Supporting Local Cultural Learning in Taiwan

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Title: Development of a SoLoMo Game-Based Application for Supporting Local Cultural Learning in Taiwan
Language: English
Authors: Lin, Yen-Ting, Tseng, Yu-Ming, Lee, Yi-Sheng, Wang, Tz-Chi, Tsai, Shu-I, Yi, Yun-Jhih
Source: Educational Technology & Society. 2018 21(4):115-128.
Availability: International Forum of Educational Technology & Society. Available from: National Sun Yat-sen University. Department of Information Management, 70, Lien-Hai Rd, Kaohsiung, 80424, Taiwan. Web site: http://www.ifets.info
Peer Reviewed: Y
Page Count: 14
Publication Date: 2018
Document Type: Journal Articles
Reports - Research
Education Level: Elementary Education
Descriptors: Foreign Countries, Educational Games, Cultural Influences, Tourism, Cultural Awareness, Outdoor Education, Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education, Teaching Methods, Program Effectiveness, Elementary School Students, Learning Strategies, Student Motivation, Student Attitudes
Geographic Terms: Taiwan
Assessment and Survey Identifiers: Motivated Strategies for Learning Questionnaire
ISSN: 1436-4522
Abstract: 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.
Abstractor: As Provided
Number of References: 56
Entry Date: 2018
Access URL: https://www.j-ets.net/ETS/journals/21_4/11.pdf
Accession Number: EJ1193879
Database: ERIC
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  Data: Development of a SoLoMo Game-Based Application for Supporting Local Cultural Learning in Taiwan
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  Data: International Forum of Educational Technology & Society. Available from: National Sun Yat-sen University. Department of Information Management, 70, Lien-Hai Rd, Kaohsiung, 80424, Taiwan. Web site: http://www.ifets.info
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  Data: 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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  Data: As Provided
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  Data: 56
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  Label: Entry Date
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  Data: 2018
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  Data: EJ1193879
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      – Text: English
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        PageCount: 14
        StartPage: 115
    Subjects:
      – SubjectFull: Foreign Countries
        Type: general
      – SubjectFull: Educational Games
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      – SubjectFull: Cultural Influences
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      – SubjectFull: Program Effectiveness
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      – SubjectFull: Taiwan
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