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Using the saliency-based model to design a digital archaeological game to motivate players' intention to visit the digital archives of Taiwan's natural science museum

机译:使用基于显着性的模型设计数字考古游戏,以激发玩家访问台湾自然科学博物馆数字档案馆的意图

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摘要

Museums in Taiwan have developed various digital archives, but few people have visited these digital archives. Therefore, this study designed a digital archaeology game for high school students to play. Based on the concept of "learning for playing" (i.e., players who want to win will study more), the digital archaeology game contest aims at attracting students to visit the natural science digital museum. In the game, researchers (players) reorient the artifacts, structures and architectures through excavation and assemblages to understand the world of natural science based on the saliency-based model. To examine whether this game prompts learners to visit the natural science digital museum to acquire knowledge, 80 students from three high schools were recruited and grouped into 40 pairs to compete against each other. After the contest, questionnaires were collected and analyzed using confirmatory factor analysis with structural equation modeling. The results indicated that the research participants' gameplay self-efficacy affected their perceived hedonic values and was mediated by the perceived ease of playing the game increased their intention to visit the digital archives of the natural science museum. The implications of this study could be used for promotion of digital archives or other digital museums.
机译:台湾的博物馆开发了各种数字档案,但是很少有人参观这些数字档案。因此,本研究设计了一种供高中生玩的数字考古游戏。基于“学习游戏”的概念(即想赢的玩家会学习更多),数字考古游戏竞赛旨在吸引学生参观自然科学数字博物馆。在游戏中,研究人员(玩家)通过挖掘和装配来重新定位人工制品,结构和建筑,从而基于基于显着性的模型了解自然科学的世界。为了检查该游戏是否能促使学习者参观自然科学数字博物馆以获取知识,我们从三所高中招募了80名学生,并分成40对进行竞争。比赛结束后,收集问卷并使用结构方程模型的验证性因子分析法进行分析。结果表明,研究参与者的游戏自我效能影响了他们感知的享乐价值,并且受到感知的游戏易玩性的介导,增加了他们访问自然科学博物馆数字档案馆的意愿。这项研究的意义可以用于推广数字档案馆或其他数字博物馆。

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