Place-Based Learning Game for Cultural Awareness
Place-Based Learning Game for Cultural Awareness
Date
2017-04-18
Authors
Tomei, Jared
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Fulford, Catherine
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Abstract
Culture is often put off in many language learning classrooms because
there is not enough time to get through grammar, vocabulary, listening, and
speaking exercises. To help solve this issue, this study seeks to incorporate placebased
learning and gamification theories into a mobile augmented reality game
can to motivate Chinese language learners to learn more about Chinese culture.
The game was created through the ARIS platform that had Mandarin Chinese
language learners exploring and completing quest in Honolulu Chinatown in order
to bring back life to the community through the teachings of Dr. Sun Yat Sen. A
total of 10 participants signed up to participate in this study. For this project, John
Keller’s ARCS model for motivation design was used. To evaluate participants
motivation, a retrospective survey was issued to each participant to rate their
motivation levels before and after playing. Results show that the game was able to
raise participant’s overall motivation and appreciation for Chinese culture and that
place-based learning had allowed players to be immersed within a culture. This
had provided them with opportunities to interact with a community, but further
revisions need to be made to provide more opportunities for speaking with people
in the community.
Description
Keywords
place-based learning,
gamification,
Second language acquisition,
mobile devices
Citation
Tomei, Jared. JT (2017, April 18) Place-based Learning Game for Cultural Awareness. PowerPoint was presented at the 21st Annual Technology, Colleges and Community Worldwide Online Conference.
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31 pages
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