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Game-based e-learning for urban tourism education through an online scenario game

机译:通过在线情景游戏的城市旅游教育基于比赛的电子学习

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摘要

This paper introduces an e-Leaming for urban tourism education through a scenario-based game of a hypothetical city. This scenario game set a good example to integrate components of e-Learning, gamification and scenario-based platform in tourism geography and planning education. This study evaluated the effectiveness of urban tourism scenario game in terms of knowledge enrichment, attitudinal change and platform usability reported by a sample of voluntary university students (n = 30). The overall effectiveness of the game is found generally positive. Paired-sampled t-test results show that this game platform is successful in improving participants' fundamental knowledge about new concepts, models and issues in the urban tourism context. The nature of tourism study in social science involves dynamism of perception and views, and thus leading to attitudinal changes of the game players although these changes are only statistically significant in one-fourth of the attitudinal attributes. The usability is the shortcomings of the game since this dimension is difficult to control except some technical elements. From the statistical results, the game does not reach a high expectation of usability except the educational design of the game. Some discussions and suggestions are made to enhance the effectiveness of game-based learning in tourism education through clever integration of modes of learning and other e-Learning elements.
机译:本文通过一个假设的城市的场景游戏介绍了城市旅游教育的e-Leaming。这种情况游戏设定了一个很好的例子,可在旅游地理和规划教育中整合基于电子学习,游戏和情景平台的组件。本研究评估了城市旅游情景游戏在志愿大学生样本报告的知识丰富,态度变化和平台可用性方面的有效性(n = 30)。游戏的整体效力通常是积极的。配对抽样的T检验结果表明,该游戏平台成功地改善了与城市旅游环境中新概念,模型和问题的参与者的基础知识。社会科学的旅游研究的性质涉及感知和观点的能力,从而导致游戏玩家的态度变化,尽管这些变化仅在态度属性的四分之一的四分之一的统计学意义。可用性是游戏的缺点,因为除了一些技术元素之外,这种维度难以控制。从统计结果来看,除了游戏教育设计外,游戏不会达到高度的可用性。通过巧妙的学习方式和其他电子学习元素的巧妙整合,提高了一些讨论和建议,以提高基于比赛的学习在旅游教育中的有效性。

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