Place-Based Learning Game for Cultural Awareness

Tomei, Jared
Journal Title
Journal ISSN
Volume Title
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.
place-based learning, gamification, Second language acquisition, mobile devices
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.
Access Rights
Email if you need this content in ADA-compliant format.