A Mixed-Methods Study of Cultural Heritage Learning through Playing a Serious Game

dc.authorwosidKara, Nuri/E-1252-2017
dc.contributor.authorKara, Nuri
dc.date.accessioned2024-07-18T20:45:11Z
dc.date.available2024-07-18T20:45:11Z
dc.date.issued2024
dc.departmentİstanbul Bilgi Üniversitesien_US
dc.description.abstractThe main goal of this study was to investigate the impact of a serious game on university students' learning about cultural heritage content and to reveal the factors affecting their learning experiences during the serious gameplay. The serious computer game Europe in a museum, which includes tangible and intangible cultural heritage visuals of several European countries, was used in the study. The main research design was a mixed-methods sequential explanatory design. The participants were 50 freshman students studying in the Digital Game Design department at a private university. Pre-knowledge test, post-test and delayed post-test instruments were used to collect quantitative data, while semi-structured interviews were implemented to obtain qualitative data. Based on independent-measures t-tests, post-test and delayed post-test scores of the students' cultural heritage knowledge for students who played the serious game were significantly higher than those of students taught by traditional methods. Content analysis results showed that game design, gameplay and instructional content were the main themes affecting players' learning experiences during the serious gameplay. According to the students, the narrative used to convey the story of the game created a better playing and learning experience. The students indicated that the challenges must be consistent with the expectations of the gamers. They also noted that concise and clear presentation of cultural heritage content within the game had a positive impact on their learning experiences. This study contributes to the literature in showing the long-term effect of serious games on cultural heritage learning. Factors influencing the cultural heritage learning experience of players during serious gameplay can be a guide for instructors, instructional technologists and game designers.en_US
dc.identifier.doi10.1080/10447318.2022.2125627
dc.identifier.endpage1408en_US
dc.identifier.issn1044-7318
dc.identifier.issn1532-7590
dc.identifier.issue6en_US
dc.identifier.scopus2-s2.0-85140058773en_US
dc.identifier.scopusqualityQ1en_US
dc.identifier.startpage1397en_US
dc.identifier.urihttps://doi.org/10.1080/10447318.2022.2125627
dc.identifier.urihttps://hdl.handle.net/11411/7441
dc.identifier.volume40en_US
dc.identifier.wosWOS:000866041300001en_US
dc.identifier.wosqualityQ1en_US
dc.indekslendigikaynakWeb of Scienceen_US
dc.indekslendigikaynakScopusen_US
dc.language.isoenen_US
dc.publisherTaylor & Francis Incen_US
dc.relation.ispartofInternational Journal of Human-Computer Interactionen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectGamificationen_US
dc.subjectDesignen_US
dc.titleA Mixed-Methods Study of Cultural Heritage Learning through Playing a Serious Game
dc.typeArticle

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