As colonized by various maritime powers as early as 17th century, Tainan is famous for its historic relics in Taiwan. This paper took these historic vestiges of Tainan as the interactive spots to perform a cultural-inquiry pervasive game (PG). PG is a mobile game, in which virtual and physical scenarios were seamless mixed together. Group competitions and the location-identification functions of social websites will be applied to enhance students' interests and joyfulness, and learn more about the historic relics through playing the game. The aim of this paper is to design an evaluation framework for cultural-inquiry pervasive game following three fundamental criteria that were synthesized from various PG literatures: technology convenience, cultural richness, and game fluency. According to these three criteria, a questionnaire was designed to justify the elements as well as to examine the user satisfactions and its relations to students' gaming experiences and computer literacy.
|出版狀態||已出版 - 2012|
|事件||20th International Conference on Computers in Education, ICCE 2012 - Singapore, Singapore|
持續時間: 26 11月 2012 → 30 11月 2012
|???event.eventtypes.event.conference???||20th International Conference on Computers in Education, ICCE 2012|
|期間||26/11/12 → 30/11/12|