TY - JOUR
T1 - Advancing adventure education using digital motion-sensing games
AU - Shih, Ju Ling
AU - Hsu, Yu Jen
N1 - Funding Information:
This study is supported in part by the Ministry of Science and Technology (previously known as National Science Council) of the Republic of China, under contract numbers NSC 100-2628-S-024-002-MY3 and NSC 101-2511-S-024-009-MY3.
PY - 2016
Y1 - 2016
N2 - This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative activities, and explore the value of adventure education. Adventure Education involves courses that emphasize first-hand learning experience in which participants cooperate in situated environments to achieve various life-learning aims. Using qualitative data to supplement questionnaires, system records and observations as well as interviews, results showed that digital games can substantially improve the learning effectiveness of adventure education themes just as traditional physical adventure education activities. Participants can advance their extrinsic behaviors, such as leadership and cooperation, and intrinsic motivations, such as reflection and confidence, through the games. With appropriate guidance and reflection, participants can develop their conceptual and social self. Motion-sensing games are convenient and effective tools for advancing physical adventure education activities.
AB - This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative activities, and explore the value of adventure education. Adventure Education involves courses that emphasize first-hand learning experience in which participants cooperate in situated environments to achieve various life-learning aims. Using qualitative data to supplement questionnaires, system records and observations as well as interviews, results showed that digital games can substantially improve the learning effectiveness of adventure education themes just as traditional physical adventure education activities. Participants can advance their extrinsic behaviors, such as leadership and cooperation, and intrinsic motivations, such as reflection and confidence, through the games. With appropriate guidance and reflection, participants can develop their conceptual and social self. Motion-sensing games are convenient and effective tools for advancing physical adventure education activities.
KW - Adventure education
KW - Digital game-based learning
KW - Motion-sensing game
UR - http://www.scopus.com/inward/record.url?scp=85000869962&partnerID=8YFLogxK
M3 - 期刊論文
AN - SCOPUS:85000869962
SN - 1176-3647
VL - 19
SP - 178
EP - 189
JO - Educational Technology and Society
JF - Educational Technology and Society
IS - 4
ER -