基于手机游戏的学习框架在文化旅游环境中的整合效果

Pathathai Na-Lumpoon, Pree Thiengburanathum
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引用次数: 5

摘要

参观博物馆、画廊和历史遗址等文化活动受到了游客和研究人员的大量关注。许多现有的研究都将基于位置的技术作为工具来支持历史文化遗址的访问。然而,由于上述技术系统试图仅根据访问者当前的位置自动提供注释内容,年轻的访问者往往会感到困惑或无聊。在本文中,我们提出了一种基于手机游戏的旅游系统,称为Walk Rally应用程序,它将减少目前在年轻人中存在的关于文化学习的差距。这款名为Walk Rally的应用旨在探索手机游戏如何帮助用户提升他们对历史、文化、艺术和语言的体验。我们调查了年轻游客在参观中国成都市文化区时的满意度和历史学习情况。实验结果显示,年轻游客对游戏内容的满意度处于中等水平。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effects of integrating a mobile game-based learning framework in a cultural tourism setting
Cultural activities such as visiting museums, galleries, and historical sites have received a large amount of attention from tourists and researchers. Many existing research studies have integrated location-based technologies as tools to support the visiting of historical and cultural sites. However, young visitors tend to be puzzled or bored as the above-mentioned technology systems attempt to automatically provide annotation content based only on the current positions of the visitors. In this paper, we have proposed a mobile game-based tourism system called the Walk Rally application that would reduce the gap that presently exists among youths with regard to learning about culture. The Walk Rally application aims to explore how mobile gaming can help users enhance their experiences of history, culture, arts and languages. We have investigated the satisfaction levels of young tourists and the learning of history that takes place when visiting cultural areas in Chengdu City, China. The experimental results have revealed that the young tourists have expressed a moderate level of satisfaction with the game content.
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