The impact of mixed reality serious games on mortise and tenon learning in college students
As an intangible cultural heritage, traditional handicrafts are significant in artistic education. Due to limited approaches to communicating traditional handicrafts and appreciating content, it cannot be easy to carry out effective skill inheritance in an art education situation in a modern teachin...
Main Authors: | , , , , |
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Format: | Article |
Language: | English |
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Elsevier
2023-12-01
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Series: | Computers & Education: X Reality |
Subjects: | |
Online Access: | http://www.sciencedirect.com/science/article/pii/S2949678023000363 |
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author | Yongxin Hang Huiqing Wang Zihan Sang Rong Huang Li Ye |
author_facet | Yongxin Hang Huiqing Wang Zihan Sang Rong Huang Li Ye |
author_sort | Yongxin Hang |
collection | DOAJ |
description | As an intangible cultural heritage, traditional handicrafts are significant in artistic education. Due to limited approaches to communicating traditional handicrafts and appreciating content, it cannot be easy to carry out effective skill inheritance in an art education situation in a modern teaching environment. This study uses mixed reality technology to develop a serious game for learning traditional handicrafts. The objective is to improve students' attitudes by promoting a digital teaching environment. This research uses traditional Chinese mortise and tenon joints for the case study. The effects of serious games using MR technology and traditional teaching methods were compared through quasi-experiments on students' academic performance, learning motivation and situational interest. The results show that serious games can have advantages in acquiring and retaining knowledge, stimulating students' learning motivation and situational interest. This study aims to support cultural heritage education methods. |
first_indexed | 2024-03-08T11:41:10Z |
format | Article |
id | doaj.art-3bffc0d16c1e4329ab544f1a8bb54b49 |
institution | Directory Open Access Journal |
issn | 2949-6780 |
language | English |
last_indexed | 2024-03-08T11:41:10Z |
publishDate | 2023-12-01 |
publisher | Elsevier |
record_format | Article |
series | Computers & Education: X Reality |
spelling | doaj.art-3bffc0d16c1e4329ab544f1a8bb54b492024-01-25T05:24:55ZengElsevierComputers & Education: X Reality2949-67802023-12-013100042The impact of mixed reality serious games on mortise and tenon learning in college studentsYongxin Hang0Huiqing Wang1Zihan Sang2Rong Huang3Li Ye4School of Architecture & Design, China University of Mining and Technology, Xuzhou, Jiangsu, PR ChinaSchool of Architecture & Design, China University of Mining and Technology, Xuzhou, Jiangsu, PR ChinaSchool of Architecture & Design, China University of Mining and Technology, Xuzhou, Jiangsu, PR ChinaSchool of Architecture & Design, China University of Mining and Technology, Xuzhou, Jiangsu, PR ChinaCorresponding author.; School of Architecture & Design, China University of Mining and Technology, Xuzhou, Jiangsu, PR ChinaAs an intangible cultural heritage, traditional handicrafts are significant in artistic education. Due to limited approaches to communicating traditional handicrafts and appreciating content, it cannot be easy to carry out effective skill inheritance in an art education situation in a modern teaching environment. This study uses mixed reality technology to develop a serious game for learning traditional handicrafts. The objective is to improve students' attitudes by promoting a digital teaching environment. This research uses traditional Chinese mortise and tenon joints for the case study. The effects of serious games using MR technology and traditional teaching methods were compared through quasi-experiments on students' academic performance, learning motivation and situational interest. The results show that serious games can have advantages in acquiring and retaining knowledge, stimulating students' learning motivation and situational interest. This study aims to support cultural heritage education methods.http://www.sciencedirect.com/science/article/pii/S2949678023000363GamesImproving classroom teachingMedia in educationTeaching/learning strategies |
spellingShingle | Yongxin Hang Huiqing Wang Zihan Sang Rong Huang Li Ye The impact of mixed reality serious games on mortise and tenon learning in college students Computers & Education: X Reality Games Improving classroom teaching Media in education Teaching/learning strategies |
title | The impact of mixed reality serious games on mortise and tenon learning in college students |
title_full | The impact of mixed reality serious games on mortise and tenon learning in college students |
title_fullStr | The impact of mixed reality serious games on mortise and tenon learning in college students |
title_full_unstemmed | The impact of mixed reality serious games on mortise and tenon learning in college students |
title_short | The impact of mixed reality serious games on mortise and tenon learning in college students |
title_sort | impact of mixed reality serious games on mortise and tenon learning in college students |
topic | Games Improving classroom teaching Media in education Teaching/learning strategies |
url | http://www.sciencedirect.com/science/article/pii/S2949678023000363 |
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