Delving into the impact of location-based games on high school students: Foro Italico vs. The Siege

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Abstract

This study presents the research results of the implementation of two location-based educational games in the field of history and cultural heritage, created on Taleblazer to be played by high-school students on smartphones. The games were designed to take place in the city of Rhodes island and were titled: “The Siege of Rhodes by Muhammad the Conqueror (1480 p.C.)”, briefly hereafter, The Siege and “Let’s Discover the Secrets of Foro Italico”, briefly hereafter, Foro. By applying to each of them a different design strategy (gamification versus narrative-driven plot), the prime aim was to understand which features were preferred by different age groups, but also which other, external parameters influenced the reception of the games. The overarching pedagogical basis under which this research was placed brought together a series of theoretical approaches that cross-fertilised each other: The game-based learning, Cognitive Theory of Multimedia Learning, Situated learning in combination with approaches that highlight the importance of augmented reality and location–based (digital) games to improve the learning outcome. The research sample was 58 students, aged 12-18, who participated in both games, and the methodological tool was a questionnaire, distributed to the participants after the completion of both games. The processing and analysis of the data was done in the program SPSS. The games were created in the context of previous research, with the aim of verifying or differentiating from already recorded results. This research largely confirmed previous research results but also enriched the existing conclusions with new ones, regarding the importance of the age group and previous experience of the participants, as most of the experiments so far did not provide sufficient statistics of quantitative data. Although the learning performance was not we verified, the additional findings could prove useful in the future for a more tailored design of similar educational games, in order to optimise the learning process, taking into account factors that influence game reception. However, the need for a larger sample size and for further investigation of how games function as learning resources is undeniable.
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探究基于地理位置的游戏对高中生的影响:Foro Italico vs. the Siege
本研究展示了两款基于地理位置的历史文化遗产教育游戏的实施研究结果,这两款游戏是在Taleblazer上制作的,供高中生在智能手机上玩。这些比赛被设计在罗得岛城举行,并被命名为:“征服者穆罕默德对罗得岛的围攻(公元1480年)”(下文简称“围攻”)和“让我们发现Foro Italico的秘密”(下文简称“Foro”)。通过应用不同的设计策略(游戏化vs叙事驱动情节),我们的主要目标是了解不同年龄群体更喜欢哪些功能,以及哪些外部参数会影响游戏的接受度。本研究的总体教学基础汇集了一系列相互交叉的理论方法:基于游戏的学习、多媒体学习的认知理论、情境学习与强调增强现实和基于位置的(数字)游戏的重要性的方法相结合,以提高学习效果。研究样本是58名12-18岁的学生,他们参加了两个游戏,方法工具是一份问卷,在两个游戏完成后分发给参与者。在SPSS软件中对数据进行处理和分析。这些游戏是在之前的研究背景下创建的,目的是验证或区分已经记录的结果。本研究在很大程度上证实了之前的研究结果,但也用新的结论丰富了已有的结论,关于年龄组的重要性和参与者以前的经历,因为到目前为止大多数实验都没有提供足够的定量数据统计。虽然我们还没有验证学习表现,但考虑到影响游戏接受度的因素,额外的发现可能会在未来证明对类似教育游戏更有针对性的设计是有用的,以便优化学习过程。然而,不可否认的是,我们需要更大的样本规模,并进一步研究游戏作为学习资源的作用。
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