TY - JOUR
T1 - 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
AU - Hong, Jon Chao
AU - Hwang, Ming Yueh
AU - Chen, Yu Ju
AU - Lin, Pei Hsin
AU - Huang, Yao Tien
AU - Cheng, Hao Yueh
AU - Lee, Chih Chin
N1 - Funding Information:
This research was sponsored by Taiwan National Science Council ( NSC 99-2511-S-003-017-MY3 and NSC 101-2511-S-003-006 ). We would like to thank all those students who gave their time to take in this study and complete questionnaires.
PY - 2013
Y1 - 2013
N2 - 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.
AB - 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.
KW - Applications in subject areas
KW - Architectures for educational technology system
KW - Computer-mediated communication
KW - Human-computer interface
KW - Interactive learning environments
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U2 - 10.1016/j.compedu.2013.02.007
DO - 10.1016/j.compedu.2013.02.007
M3 - Article
AN - SCOPUS:84875443364
SN - 0360-1315
VL - 66
SP - 74
EP - 82
JO - Computers and Education
JF - Computers and Education
ER -