The advance of digital technologies provides more room for developing feasible strategies. However, concerns on learners’ cognitive aspects are still sparse. This research utilize an App developed by a previous MOST sponsored project- A Context-Aware Location-Based Game on Railway Culture of Taiwan--System Development and Investigation on Learner's Presence and Interactions (MOST 106-2511-S-003-023 -), to investigate important learner cognitive aspects. Cognitive presence, among three key ingredients of Community of Inquiry, is considered to be difficult to achieve, especially with higher levels of cognition. The research assumption that learner’s internal motivation, such as self-efficacy, may affects their higher levels of cognitive presence. An experiment was done. Questionnaires on learner’s cognitive presence and self-efficacy, as well as a comprehensive quiz on Taiwanese railroad culture were given to collect experimental data. Results indicated that cognitive presence relates to learning achievement, and learner’s self-efficacy highly relates to cognitive presence. These results reveal preliminary understanding that cognitive presence affects learning achievement on mobile location-based game, and self-efficacy in one of the factor that influence cognitive presence.
|Effective start/end date||2018/08/01 → 2019/10/31|
- location-based game
- context awareness
- cognitive presence
- railroad culture
Explore the research topics touched on by this project. These labels are generated based on the underlying awards/grants. Together they form a unique fingerprint.