The Learning Effectiveness of IoT-enhanced Historical Role-Play Educational Game < Unveil Dutch Times >
DOI:
https://doi.org/10.52731/liir.v005.236Keywords:
Learning Effectiveness, Internet of Things (IoT), GNS Theory, Role-play gameAbstract
This research aims to develop an Internet of Things (IoT)-based large-scale board game to enhance elementary school students' history learning. The game <Unveil Dutch Times> integrates role-playing, scenario design, and Internet of Things (IoT), and emphasizes player interaction and immersion to enhance learning with GNS theory. The game uses the historical background of the Dutch colonial period in Taiwan as the teaching content, and places students in scenarios based on real historical events, so that they can explore and solve historical problems from the perspectives of different characters, thus enhancing their understanding of and emotional connection to the historical events. The pre-test and post-test analyses of a class of 22 sixth-grade students showed that the students' understanding of history increased significantly after participating in the game. The students' overall response to the game experience was positive, and they found the game process interesting and educational. This research established that the integration of Internet of Things (IoT) technology and role-playing board games can enhance students' sense of historical identity, enable learners to understand and empathize with various perspectives, emotions, and experiences of people in the past, and promote historical thinking and respect for diversity, thereby improving the effectiveness of history learning. This research provides a framework for teaching and learning that can be generalized to other history contents and curricula. This learning approach not only deepens students' understanding of history, but also stimulates their interests and engagement in learning.
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