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The effectiveness of online scenario game for ecotourism education from knowledge-attitude-usability dimensions
Journal of Hospitality, Leisure, Sport & Tourism Education ( IF 2.628 ) Pub Date : 2020-09-10 , DOI: 10.1016/j.jhlste.2020.100264
Chan Chung-Shing , Chan Yat-hang , Fong Tsz Heung Agnes

Facing resource and geographical constraints, tourism education may utilize game platforms to allow students to have field and real-world experience in classrooms. There is a research gap of understanding the effectiveness of game-based learning in terms of knowledge enrichment, attitudinal changes and game usability. This study evaluated an ecotourism scenario game for voluntary university students (game sample = 35) compared with discussion group (discussion sample = 31). The evaluation of knowledge, attitudinal and usability dimensions through self-reported ratings by the participants show that the game participants have significant increase in knowledge dimension but not in attitude and usability dimensions.



中文翻译:

从知识-态度-可用性维度看在线情景游戏对生态旅游教育的有效性

面对资源和地理限制,旅游教育可能会利用游戏平台,使学生在教室里有实地和现实的体验。在知识丰富,态度变化和游戏可用性方面,了解基于游戏的学习有效性存在研究差距。这项研究评估了针对自愿大学生的生态旅游情景游戏(游戏样本= 35)与讨论小组(讨论样本= 31)相比。参与者通过自我报告的评分对知识,态度和可用性维度的评估表明,游戏参与者的知识维度显着增加,而态度和可用性维度则没有。

更新日期:2020-09-10
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