TSENG, CHING-YUN
Asia University Department of M-Commerce and Multimedia Applications Undergraduate Student
Email:105022027@gm.asia.edu.tw
ZHAN, ZI-LIN
Asia University Department of M-Commerce and Multimedia Applications Undergraduate Student
Email:105022108@gm.asia.edu.tw
YANG, ZI-LING
Asia University Department of M-Commerce and Multimedia Applications Undergraduate Student
Email:105022114@gm.asia.edu.tw
CHEN, CHENG-HUAN
Asia University Department of M-Commerce and Multimedia Applications Assistant Professor
Email:chchen@asia.edu.tw
Abstract
The learning content of historical subjects requires the laying out of many plot lines. The information is plentiful, yet it is difficult for teachers to integrate and students to understand. The complicated timelines and historical background make it difficult for students to find their focus and thrive in the course. This study aimed to develop an educational and historical role-playing game based upon the fifth grade of elementary school’s “Taiwan in the Age of Sail” unit as its learning content. This unit is the first time that elementary school students get formally exposed to the concept of international history, specifically the period in which Taiwan existed under Dutch and Spanish rule and the Zheng Period of the Ming Dynasty, an era which had an essential influence on the development of Taiwan. In this study, along with the aid of digital educational games, traditional text content added to the fun and learning. In this educational game, we designed different 3D models to represent different topics so that students could better immerse themselves in history. In order to motivate students to have better learning outcomes, the three core elements of gamification—PBL (Point, Badge, and Leaderboard)—were integrated into the game to enhance students’ understanding and learning interest of historical content.
Keywords :Digital game-based learning, History education game, PBL gamification