The Study on the Application in the Combination of Pervasive Gaming and Augmented Reality in the Temple Tour for Users with Different Cognitive Styles

Authors

  • Yu-Hsuan LIN Department of Information and Learning Technology, National University of Tainan 33 Sec 2 Shu-Lin St, Tainan 70005, Taiwan Author
  • Hao-Chiang KOONG LIN Department of Information and Learning Technology, National University of Tainan 33 Sec 2 Shu-Lin St, Tainan 70005, Taiwan Author
  • I-Cheng LIO Author

Abstract

As time goes by, the temple culture is fading away along with the loss of senior and aging temple managers. It’s worth discussing how to prolong the cultural property and to stretch the stories that have been passed down from generation to generation. In Taiwan, using mobile device to assist visitors to know better in the temple tour has been applied for years by many well-known temples, however, other small temples contain the obscure but essential culture that completes the atlas of religious affiliation not only as the centers of religion but also of education, civil culture, fine arts, sightseeing and humanities. The technology of PG and AR on mobile devices with the digital tour guides introduces the name, history and story about the trigger images. Through the guidance for each mission, users can feel secured and achieve “studying by playing”. This study emphasizes on the different learning performances of the students with diverse cognitive styles, and also innovates teaching models by PG. The aim of this study was to obtain qualitative and quantitative data from all 60 participants, with no limit to any age, gender or educational status, by parallel value from both types of data evaluation through the pre- and post-learning performance scale, SOP, SUS and focus group interviews. The result shows (1) PG in the ARTTS was evaluated to be highly satisfying. (2) There was no significant difference between participants with different cognitive styles in use of the system. (3) There was no difference in the learning performance of the participants with different cognitive styles. (4) The learning performance was more effective by the Temple Tour System than printed brochures. (5) The learning performance by the Temple Tour System from all cognitive styles was higher. The study makes 3 suggestions to the future researches, the temple architecture can be added into the introduction, the AR system can be triggered into the pictures rendered in 3D for the more innovative experience, and the customized tour systems for any ages that provide service to the families with children for the better experience and knowledge during the temple tour.

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Published

2017-12-04

How to Cite

The Study on the Application in the Combination of Pervasive Gaming and Augmented Reality in the Temple Tour for Users with Different Cognitive Styles. (2017). International Conference on Computers in Education. http://library.apsce.net/index.php/ICCE/article/view/2091