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Main Authors: Li, Ruo-Yu, Wang, Chang-Hwa
Format: Preprint
Published: 2024
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Online Access:https://arxiv.org/abs/2408.02675
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author Li, Ruo-Yu
Wang, Chang-Hwa
author_facet Li, Ruo-Yu
Wang, Chang-Hwa
contents The use of smart devices as media for digital learning constitutes a new-generation digital learning paradigm. Therefore, context-aware game-based learning has attracted considerable attention. Location-based games have not only positive effects on learning but also pronounced effects on culture and history. Accordingly, focusing on railway cultural heritages, we attempted to assess interdependent relationships between key factors crucial for the design of a location-based mobile game for cultural heritages. We adopted the analytic network process (ANP) for our assessment. We initially performed a literature review to generalize relevant criteria and elements and developed a questionnaire based on the fuzzy delphi method (FDM); thus, key factors, namely 3 criteria and 15 elements, were selected. We also applied an online ANP-based questionnaire; on the basis of the experts opinions, we established a network model and determined the priority order of the key factors. The results revealed that experts considered culture learning to be of the highest importance, with the most important three elements being prior knowledge, challenge levels, and cultural narrative. In addition, culture learning exhibited a strong interaction with content design. In each criterion, one element had a considerable influence on the remaining elements, as determined by an analysis of matrices.
format Preprint
id arxiv_https___arxiv_org_abs_2408_02675
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Key factors and network model for location-based cultural mobile game design
Li, Ruo-Yu
Wang, Chang-Hwa
Social and Information Networks
The use of smart devices as media for digital learning constitutes a new-generation digital learning paradigm. Therefore, context-aware game-based learning has attracted considerable attention. Location-based games have not only positive effects on learning but also pronounced effects on culture and history. Accordingly, focusing on railway cultural heritages, we attempted to assess interdependent relationships between key factors crucial for the design of a location-based mobile game for cultural heritages. We adopted the analytic network process (ANP) for our assessment. We initially performed a literature review to generalize relevant criteria and elements and developed a questionnaire based on the fuzzy delphi method (FDM); thus, key factors, namely 3 criteria and 15 elements, were selected. We also applied an online ANP-based questionnaire; on the basis of the experts opinions, we established a network model and determined the priority order of the key factors. The results revealed that experts considered culture learning to be of the highest importance, with the most important three elements being prior knowledge, challenge levels, and cultural narrative. In addition, culture learning exhibited a strong interaction with content design. In each criterion, one element had a considerable influence on the remaining elements, as determined by an analysis of matrices.
title Key factors and network model for location-based cultural mobile game design
topic Social and Information Networks
url https://arxiv.org/abs/2408.02675