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一款增强现实严肃游戏的开发与评估,以提升文化旅游领域的21世纪技能。

Development and evaluation of an augmented reality serious game to enhance 21st century skills in cultural tourism.

作者信息

Liamruk Pawitra, Onwong Natnicha, Amornrat Kiettikoon, Arayapipatkul Ann, Sipiyaruk Kawin

机构信息

Faculty of Information and Communication Technology, Mahidol University, Nakhon Pathom, Thailand.

Department of Orthodontics, Faculty of Dentistry, Mahidol University, Bangkok, Thailand.

出版信息

Sci Rep. 2025 Apr 18;15(1):13492. doi: 10.1038/s41598-025-95615-5.

Abstract

Cultural tourism plays a significant role in preserving traditions and promoting global awareness. However, engaging younger generations with cultural heritage through traditional tourism methods remains challenging, as traditional tourism methods are often perceived as lacking the interactivity and engagement characteristic of digital experiences. The increasing prevalence of digital entertainment and social media has further shifted preferences toward dynamic, personalized content. Integrating modern technologies, such as augmented reality (AR), into cultural tourism experiences can bridge this gap, providing interactive and immersive learning opportunities. This research aimed to develop and assess the usability and educational impact of KideClass in enhancing 21st century skills while promoting cultural tourism. A descriptive evaluation design was employed, with 20 participants: 10 children (aged 6-12 years) and 10 parents. Participants engaged in six mini-games integrated into the KideClass game, designed to enhance cultural and scientific literacy. Data were collected using perceived evaluations of 21st century skill development and a user satisfaction assessment based on a 5-point Likert scale. The results indicated perceived improvements in 21st century skills, particularly in critical thinking/problem-solving (Children: Mean = 4.57, SD = 0.45; Parents: Mean = 4.30, SD = 0.33) and adaptability (Children: Mean = 4.47, SD = 0.55; Parents: Mean = 4.17, SD = 0.32). Children reported higher ratings in scientific literacy (Mean = 4.47, SD = 0.48) compared to parents (Mean = 3.83, SD = 0.36). User satisfaction was high, with audio esthetics (Mean = 4.90, SD = 0.32), creative freedom (Mean = 4.65, SD = 0.67), and AR features (Mean = 4.65 ± 0.78) receiving top ratings. However, usability (Mean = 4.43, SD = 0.69) and narrative clarity (Mean = 4.30, SD = 0.74) were identified as lower than other aspects. Overall, KideClass demonstrates significant potential in enhancing cultural tourism engagement and developing key 21st century skills among children and parents. The integration of AR and gamified learning provides a dynamic and interactive platform for cultural education. While the game was well perceived in terms of user engagement and satisfaction, further refinement in usability and narrative clarity is recommended. Future iterations of the game could benefit from expanded cultural scenarios and collaborative features to foster deeper learning and engagement.

摘要

文化旅游在保护传统和提升全球意识方面发挥着重要作用。然而,通过传统旅游方式让年轻一代参与文化遗产活动仍然具有挑战性,因为传统旅游方式通常被认为缺乏数字体验所具有的互动性和参与性。数字娱乐和社交媒体的日益普及进一步将人们的偏好转向了动态、个性化的内容。将增强现实(AR)等现代技术融入文化旅游体验可以弥合这一差距,提供互动式和沉浸式的学习机会。本研究旨在开发并评估KideClass在促进文化旅游的同时提升21世纪技能方面的可用性和教育影响。采用了描述性评估设计,有20名参与者:10名儿童(6至12岁)和10名家长。参与者参与了融入KideClass游戏的六个迷你游戏,这些游戏旨在提高文化和科学素养。使用对21世纪技能发展的感知评估以及基于5点李克特量表的用户满意度评估来收集数据。结果表明,在21世纪技能方面有明显提升,尤其是在批判性思维/解决问题能力方面(儿童:均值 = 4.57,标准差 = 0.45;家长:均值 = 4.30,标准差 = 0.33)和适应能力方面(儿童:均值 = 4.47,标准差 = 0.55;家长:均值 = 4.17,标准差 = 0.32)。与家长(均值 = 3.83,标准差 = 0.36)相比,儿童在科学素养方面的评分更高(均值 = 4.47,标准差 = 0.48)。用户满意度较高,音频美学(均值 = 4.90,标准差 = 0.32)、创作自由度(均值 = 4.65,标准差 = 0.67)和AR功能(均值 = 4.65 ± 0.78)获得了最高评分。然而,可用性(均值 = 4.43,标准差 = 0.69)和叙事清晰度(均值 = 4.30,标准差 = 0.74)被认为低于其他方面。总体而言,KideClass在增强文化旅游参与度以及培养儿童和家长的关键21世纪技能方面显示出巨大潜力。AR与游戏化学习的整合为文化教育提供了一个动态且互动的平台。虽然该游戏在用户参与度和满意度方面得到了良好评价,但建议在可用性和叙事清晰度方面进一步优化。游戏的未来版本可以从扩展文化场景和协作功能中受益,以促进更深入的学习和参与。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e8c1/12008235/9661659d1f94/41598_2025_95615_Fig1_HTML.jpg

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