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Advancing Adventure Education Using Digital Motion-Sensing Games
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Shih,J.L.,&Hsu,Y.(2016).AdvancingAdventureEducationUsingDigitalMotion-SensingGames.Educational

Technology&Society,19(4),178–189.

178ISSN1436-4522(online)and1176-3647(print).ThisarticleoftheJournalofEducationalTechnology&SocietyisavailableunderCreativeCommonsCC-BY-ND-NC

3.0license(https://creativecommons.org/licenses/by-nc-nd/3.0/).Forfurtherqueries,pleasecontactJournalEditorsatets-editors@ifets.info.

AdvancingAdventureEducationUsingDigitalMotion-SensingGames



Ju-LingShih1andYu-JenHsu2

1NationalUniversityofTainan,Taiwan//2NationalUniversityofChiayi,Taiwan//juling@mail.nutn.edu.tw//

hsuyujen@mail.ncyu.edu.tw

Correspondingauthor



(SubmittedJuly3,2015;RevisedFebruary19,2016;AcceptedMarch18,2016)



ABSTRACT

ThisstudyusedtheXboxKinectandUnity3Dgameenginetodeveloptwomotion-sensinggamesinwhich

theparticipants,insimulatedscenarios,couldexperienceactivitiesthatareunattainableinreallife,become

immersedincollaborativeactivities,andexplorethevalueofadventureeducation.AdventureEducation

involvescoursesthatemphasizefirst-handlearningexperienceinwhichparticipantscooperateinsituated

environmentstoachievevariouslife-learningaims.Usingqualitativedatatosupplementquestionnaires,

systemrecordsandobservationsaswellasinterviews,resultsshowedthatdigitalgamescansubstantially

improvethelearningeffectivenessofadventureeducationthemesjustastraditionalphysicaladventure

educationactivities.Participantscanadvancetheirextrinsicbehaviors,suchasleadershipandcooperation,

andintrinsicmotivations,suchasreflectionandconfidence,throughthegames.Withappropriateguidance

andreflection,participantscandeveloptheirconceptualandsocialself.Motion-sensinggamesare

convenientandeffectivetoolsforadvancingphysicaladventureeducationactivities.



Keywords

Adventureeducation,Digitalgame-basedlearning,Motion-sensinggame



Introduction



Adventureeducationinvolvesvariousadventurousandchallengingtypesofgroupactivity,andwasestablishedby

theOutwardBoundSchoolintheUnitedStatesandEuropethroughthefieldactivitiesofboy-scoutcourses.In

1970,JerryPiehandGaryBakerusedvarioustypesofsimpleportabletoolsintheirProjectAdventurecourseand

integratedoutdooractivitiesintogeneralcoursesthatenablestudentstolearnteamwork,communication,

leadership,andintrospection(Prouty,1990).Adventureeducationemphasizeslearningthroughexperienceand

cultivatestheself-confidence,interpersonalinteractionability,andself-developmentofstudents.Theactivitiesare

oftendesignedwithrulesthatlimitthecommunicationchannelsofparticipants,requiringthemtoobservetheir

surroundingsandempathizewiththepeoplearoundthem.However,theeffectsoftheactivitiesdecreasewhenthe

situationbecomesdisordered.Thefacilitatormustthereforebeproficientlyequippedwithknowledgeandskillsto

guideparticipantsthroughtheactivitiesandreflectontheproblem-solvingprocesstocommunicatethethemesof

theactivities.Theobservationdutyofthefacilitatoriscriticalbecauseoneteachercanleadupto30participantsat

atime.Keyactions,communicationprocesses,andeventsmustberecordedinashorttime.



Someadventureeducationactivitiesaredifficulttopracticebecauseofpoorweatherconditions,outsized

equipment,ordangerousscenarios.Therefore,digitalgamesweredevelopedinthisstudytocreatesimulated

scenariosthroughwhichplayerscanexperienceactivitiesthatareseldomperformed.



Digitalgameshavebeenusedforlearninginvariousfields.Astechnologyandcreativityhaveadvanced,game

typesandinterfacedesignshavechangedsubstantially.Gamescanbeplayedusingkeyboards,mouse,andremote

andmotionsensors.Microsoftreleasedakinestheticgameconsole,XboxKinect,whichrevolutionizedthecontrol

rulesoftraditionalgames.Motion-sensingtechnologycandetectandpositionthemovementofplayerssothat

theycanoperatethegamesystemdirectlywithoutphysicalcontact.Insteadofahandheldorstampedecontroller,

playersusevoicecommandsorphysicalgestures.Abuilt-incameraisusedtocapturethemovementsofaplayer

ina3Dspace,thusenablingintuitiveinteractionwiththecharactersandobjectsinthegame.Virtualreality

providesplayerswithasenseofnovelty,increasingtheirmotivationtolearn.



ThisstudyinvolvedusinganXboxKinectandUnity3Dgameenginetodeveloptwomultiplayeradventure

educationgames.Thegamesaddressedcognitive,metacognitive,motivational,andbehavioralaspectsoflearning.

Thegamesweredevelopedbasedonadventureeducationactivitiestoenableparticipantstoenhancetheir

interpersonalrelationshipsthroughgroupinteraction.Thedigitalgamesemphasizedlearningprocessesthat

involveduser-initiatedcontrol,enablinguserstoconstructsituationsthatfittheirintrinsiccognitions,thus

improvingtheirlearningeffectiveness.Theparticipantsenhancedtheirlearningandproblem-solvingcapabilities

intheprocess(Perry,1998).



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Throughthepostgamereflections,theparticipantswereguidedinperceivingtheirrolesinthegroup,

understandingthemechanismofleadership,andcollaborativelysolvingproblems.Thecollaborativegaming

processeswererecordedusingcomputers,andresearchersconductedobservations.Questionnaireswereusedto

cross-analyzetheachievementsoftheparticipantsbasedonadventureeducationthemes,whichwastheprimary

goalofthisstudy.





Literaturereview



Adventureeducation



Adventureeducationisanexperientiallearningprocessinwhichpeopleconstructknowledgethroughdirect

experience,practicingskills,andstrengtheningvalues.Kolb(1984)definedlearningastheprocessoftransferring

experiencetoknowledge.Thistheorypresentsacyclicalmodeloflearningconsistingoffourstages,namely

concreteexperience,reflectiveobservation,abstractconceptualization,andactiveexperimentation,amongwhich

reflectiveobservationcanbeconsideredthemostcrucial.KolbandKolb(2005)statedthatlearningisa

continuousprocessthatoccursthroughinteractionwiththeenvironment.Suchaprocessdiffersfromformal

educationfromwhichpeopleinteractwiththeenvironment,objects,andpeople.Inaway,usingvirtualreality

gamestosimulatethephysicalworldwhichtheplayerscannotattendtointheirreallifeisconsideredasextended

applicationofexperientiallearning.TaffandAhmad(2007)statedthatpeoplelearninteractionstrategiesin

groupsandapplythemintheirdailylives.Throughgroupinteraction,individualslearntocreateandreflect.They

learntoadapttosocietybysolvingcomplexproblemsinlife.Itismoreenjoyableandcanincreaselearning

motivation.



Adventureeducationemploysathematicdesignmodelbyusingphysicallearningmaterialsinpredesigned

learningcontextstoguideparticipantstowarddiscoveringproblemsandidentifyingsolutions.Intheproblem-

solvingprocess,participantsareencouragedtoconductinterpersonalcommunicationtodevelopconfidence

throughteameffortandcollectiveresponsestofrustration.Agroupisamicrocosmofasociety.Experiential

learningemphasizesfouraspects:practice,methods,teaching,andprocesses(Doering,Miller,&Veletsianos,

2008).Throughactivities,simulatedsituationsenhanceparticipants’understandingofabstractconcepts.Inastep-

by-stepprocedure,thefocusofcoursecontentprogressesfrompersonalgrowthtocooperativeproblemsolving.

Throughcontinualgroupinteraction,theclassatmosphereimproves.Thecooperationprocessenablesparticipants

toattainasenseofachievementandunderstandtheadvantagesofgroupcooperation,andincreasestheirskills,

confidence,andknowledgeintakingactions.



Human(2006)consideredadventure-basedactivityacrucialaspectofoutdooreducation.TsaiandLiao(2008)

emphasizedthatoutdoorexperientiallearninginvolvesaseriesofgroupactivitiesthatguideparticipantstoward

discoveringindividualdifferences,promoteobservationallearning,increaseinterpersonaltrust,andenhance

groupdevelopment.Theadventureeducationactivitiescanbecategorizedintothreelevelsdependingonthe

content.High-riskactivitiesincludemountainclimbing,rockclimbing,rafting,wildnesssurvival,andsolitary

camping.Mid-riskactivitiesincludelowandhighropecourses.Low-riskactivitiesincludegroupdevelopment

activitiesthatguideparticipantsinbecomingacquaintedwitheachother,communicating,cooperating,solving

problems,andtrustingeachother.Severaloftheaforementionedactivitiesinvolveunstablevariationsinweather,

inaccessiblelocations,andpredefinedmentallimitations.Thus,simulatedenvironmentsandscenarioscanbeused

tocreatemoreexperientiallearningopportunitiesforparticipants.





Socialinteractioninsituations



Brown,Collins,andDuguid(1989)introducedsituatedlearningintheirpaper“SituatedCognitionandtheCulture

ofLearning.”Situatedlearningwasdevelopedbasedonconstructivism,suggestingthatlearnersshouldlearn

knowledgeandskillsinreal-lifesituationsbyusingsocialinteractiontocreatereasonableandmeaningful

interpretationsonwhichknowledgecanbebased.However,creatingreal-lifelearningcontextsbyusingthe

limitedclassroomspaceandresourcesavailabletoformaleducationisextremelydifficult.Inadditionto

situationalauthenticity,learningcontentthatencourageslearningtransferisessentialforenablingstudentsto

learnproblem-solvingstrategiesandforenhancingstudents’capabilities.



Insociallearningtheory,threeelements,people,theenvironment,andbehavior,areconsideredinterrelated.These

elementscoexistandcannotbearrangedinanorderorahierarchy;thisreciprocalrelationshipiscalledinteraction

180

determinism(Bandura,1977).Toincreaseinteractionamongthethreeelements,cooperativelearningstrategies

areoftenapplied.



Cooperativelearningisalearningmethodthatinvolvesdividingstudentsintogroupsandallowingthemtowork

togethertoenhancelearning.Themethodcanbeusedtoteachspecificcontent,strengthencognitiveprocesses,

andenhancelearningachievements(Johnson&Johnson,1990).Studieshavedeterminedthatcooperative

learningconsistsofanexternalawardandgoalstructurethatcanstimulateinnerlearningmotivation.Slavin

(1990)indicatedthatrewardsandgoalsaretwointrinsicfactorsthatpromotegroupmemberstocollaborateto

achievegoals.Onlywhengroupgoalsareachievedcanpersonalgoalsbeattained.Conversely,forindividualsto

achievetheirpersonalgoals,groupmembersmustcollaborateclosely.Suchaninterdependentrelationshipforms

thestructureofinterpersonalinteraction.Knowledgeistheresultofsocialinteractionandmustbeinternalizedto

becomeintegratedintopersonalschema.Therefore,discussionandreflectiononaspectsofthesocialinteraction

processshouldbeemphasized.



Collaborativelearningcanengendersuchalearningsituationandfacilitatetheconstructionofknowledgein

groups.Collaborativelearningoccurswhengroupmemberspossesscollaborationskillsthatcanbeused

effectively.Asapositiveinterdependentrelationshipisestablished,groupmembersinternalizetheskillsthrough

repeatedpractice.Self-regulationisanotherfunctionofsociallearningtheory.





Digitalgame-basedlearning



Digitalgamesrefertoallgamesdesignedusingdigitaltechnology,software,orprogramming(Nanjappa,2001).

Digitalgameshaveentertainmentfunctionsandcanbenefitlearning(Hwang,Wu,&Chen,2012).LeeandChen

(2009)mentionedthatdigitalgamesareatoolthatparticipantscanusetodevelopproblem-solvingabilities.

H?m?l?inen(2008)andMannetal.(2002)haveassertedthatdigitalgamesfacilitateeducationbecausethey

enhanceandstimulatelearningmotivation,elicitingactiveparticipationinlearningactivities.Therefore,digital

gamescanbeintegratedintotheclassroomtoprovideparticipantswithopportunitiestodeveloptheircritical-and

creative-thinkingability.Thus,usingcooperativeproblemsolvingasthegoalofadigitalgameisameaningful

endeavor(Paraskeva,Mysirlaki,&Papagianni,2010).



Digitalgame-basedlearningentailsusingdigitalgamestotransformlearningexperiencesandfeedbackinto

learningcontent.Petraneketal.(1992)statedthatthefeedbackgeneratedbyagameincreasestheproblem-

solvingabilitiesofparticipants.Playerscansolveproblemsinthegametoobtainfeedback(Gredler,1996;Salen

&Zimmerman,2004)andcanreflectonfailuresresultingfromtheirmistakes.Therefore,inthegames,

participantslearnthroughtrialanderror.Kraiger,FordandSalas(1993)indicatedthatdigitalgamescanbeused

intheteachingprocesstoprovidestudentswithdeepimpressions.Inthegameenvironment,studentscan

continuallyattemptvariousproblem-solvingsolutionswithoutincurringinjuriesfrommistakendecisions.Among

alltechnology-mediatedlearningactivities,digitalgame-basedlearninghasbeenprovedtobeaneffectivemethod

forincreasingthelearningmotivationofstudents(Tüzün,Yilmaz-Soylu,Karakus,&Kizilkaya,2009).



Motion-sensinggamesdevelopedinthisstudyinvolvesincorporatingadventureeducationissuesintodigital

games,enablinglearnerstoimmersethemselvesinthesituation,relievetheirsubconscious,experienceandfeel

themselvesinthegamingprocess,reflectontheirinnercharacteristics,fullyexpresstheiremotionsandideas,and

takeconstructiveactiontoresolveproblemsandmature(Hsu,Lin,&Shih,2013).Digitalgameshavefunctions

suchasmetaphoricalteaching,interpersonalcommunication,self-involvement,gameimmersion,andaffective

expression.Anadvantageofdigitalgameisitssystemrecords,whichenablefacilitatorstoanalyzegroup

dynamicseffectively.Thedigitalgamedevelopedinthisstudyenablesparticipantstodiscoveranddeveloptheir

extrinsicbehaviorsandintrinsicmotivations.Thereflectionsoftheparticipantsindicatedthateffectivegaming

processenhancedtheircommunicationandproblem-solvingskillsandfacilitatedclarifyinggroupgoals.Because

theparticipantswerewillingtoshareandsupporteachother,theyexhibitedahighactionrateandstable

emotionalconditions.



Thegameisalsoaneducationalguidancemodelthatisrelatedtosituationsindailylife.Thegamedesignwas

basedontherulesofface-to-faceadventureeducationactivities.Thecontentisembeddedinthegametosimulate

real-lifesituations.Participantscangeneralize,learnaboutthemselves,anddiscovertheirpotentialtostimulate

personalgrowth.Consequently,theoriessuchaspositivereinforcement,observationallearning,andbehavioral

shapingwereappliedindesigningthegameinthisstudy.



181

Inthegame,learnersinteractwitheachotherinapositiveenvironmentandareimmersedinthesocialprocess.

Thesystemgeneratespositivefeedbackandvirtualrewardstoencouragepositivebehaviors.Whenpersonal

behaviorsresultinpositivecollaboration,thebehaviorsarecarriedthroughtootherconditionsandlearning

transferoccursimmediately.Thissignifiesthattheproblem-solvingprocessiseffectiveandthattheparticipants

shouldaddresssimilarsituationsbyusingthisprocess.However,becausesituationshavevariations,distinctions

mustbemadetoenablepeopletoaddresscomplexhumaninteractionandrelationships.Repeatedgameplay

generatesvarioussocialinteractionprocesses,enablingeachplayertogeneratenewbehaviorsprogressivelyto

achievenewgoals.Learningtransferisspeculatedtooccurthroughthisprocess.





Gamedesign



Twodigitaladventureeducationgames,CorporateMazeandGroupBalancedesignedanddevelopedinthis

research,werebasedonthephysicaladventureeducationactivitiesthatarenormallyconductedtoteach

participantshowtocollaborate,solveproblems,anddemonstrateleadership.Bothgamesrequireparticipantsto

stopusingoneoftheirsensesduringphysicalinteraction.Convertingthesegamesintoadigitalformdoesnot

affecttheireffectiveness.Thegamesaredesignedtoprovidelearningsituationsthatenablelearnerstoexperience

cognitivereconstructionandengageinproblemsolving.Learnersreproducethebehaviorsinthegameto

representtheconceptofgames.





Figure1.FAASTinterface



Becausethegameinvolvedpathfinding,whichrequiredtrialanderror,thesystemneededtodetectonlyafew

bodyactionstopromptavatarmovement.FAAST(Figure1)wasusedtodifferentiatebetweenthepositionsofthe

playersandtheanglesoftheiranklesandtranslatethemintocorrespondingkeyboardevents.





Figure2.OpenNIInterface



OpenNIwasusedasmiddlewaretoconnectKinectandUnity3D.OpenNI(Figure2)definestheAPIandprovides

across-platformstructure;itisastandardinterfaceusedtoprocessgesturerecognitionandtracking.Italso

supportsmultiplayersensors,whichwererequiredinthisgametoenablecollaboration,self-exploration,and

socialinteraction.



ThemapofCorporateMazegameisa9×5gridscatteredwithlandmines.Onlyonesaferoutepassesthroughthe

maze.Everyoneintheteammusttaketurnstoparticipateintherescue.Teammemberscannotremindaplayerof

theaccurateroute;theplayermustmemorizeit.Whentheplayerstepsonalandmine,theplayermustreturnto

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thestartingpointbyfollowingtheroutebywhichheorshearrivedatthelandmineorthescoreisdeducted

(Figure3).Whenthescoreiszero,thegameisover.





Figure3.Landmineexplorationincorporatemazegame



CorporateMazeisplayedbyonegroupmemberatatimewhileothermembersofferassistance.Playersare

requiredtopassthroughthemazetoreachtheothersideoftheboard.Whenevertheysteponthemine,theymust

takethesameroutetoreturntothestartingpoint.Therefore,allmembersmustmemorizethecorrectroutesto

helpeachotherpassthroughthemaze.Thegamecanbewononlywhenthegroupmembersusetheircollective

memory,accumulatepastexperiences,shareinformation,andcommunicate.



Thesettingofthedigitalgamewasanopenfieldtoreleasesomeofthetensionofthegame(Figure3and4).The

explorationeffectsthatoccurwhenplayersmakemistakesarealarming.





Figure4.Playingcorporatemazegame



ThegoalofCorporateMazeistodeveloptrustamonggroupmembers,whomustcollaborativelymakedecisions

andconfrontchallenges.Throughcollaborativelearning,playerscanimmersethemselvesincontextuallearning,

discoverresearchvaluethroughtrialanderror,andthinkunconventionallytochallengetraditionallearning

difficulties.Attheendofthegame,playersanswerafewsimplequestionsaboutthegameprocess,suchasthe

routememorystrategies,feelingsonreturningviathesameroute,concernsregardingthelocationofthemines

andpossiblesolutions,aswellaspracticalapplicationsofthegametolife.Theplayersareaskedtodescribetheir

feelingsregardingtheunknownandtheirattemptsandtoindicatewhethertheyexperiencedhesitationabout

breakingtherulesandcontinuingthetrip.Afterthereflectionsection,thegameprovidesthefollowingfeedback.



CorporateMazesimulateslifeprogressionandremindsusthatconsolidationateverystepoflifeisessential

whenconfrontingchange.Aswepursuesuccess,wemustremembertheexperienceoffailure.The

accumulationofpastexperiencescanimprovethefuture.Intheprocess,wesearchedformines,confronted

dilemmas,andtoleratedexploration;however,withtheassistanceofpeers,communicationofsolutions,and

sharingofexperiences,wereachedthegoaltogether.Whenweperceivingadeadend,thereisalwaysaway,

outsideofrange,thatrequiresbrevityandcreativitytofind.



GroupBalanceisanoutdoorhigh-altitudeadventureactivityinvolvingaboard45metersinwidthhangingatan

85-meterheight,withtwostringsthatcanpulltheboardhightoreachthegoal(Figure5and6).Threegroup

membersparticipateineachroundofthegame.Onemembercontrolsthebalanceoftheboardandtheothertwo

memberspushtheboardontheleftandrightsides,ideallyatthesametimeandwiththesamestrength,toraise

theboard.Thegamerestartswhentheboardisdropped.Thegamerequiresthememberstobuildtrust,observe,

andsupporteachotherwhennecessary.



183



Figure5.Gamecontrolinterfaceofgroupbalancegame





Figure6.Playinggroupbalancegame



GroupBalanceisanactivitythatrequiresgroupformationandrecognitionofpersonalroles.Thegameisplayed

usingcooperationtoreachthecommongoal.Intheprocess,groupmemberscreateinterpersonalconnectionsand

learnfromtheirmistakestocompletethetasks.Inthereflectionsection,participantsfirstreportontheirconcrete

experiences,suchasfeelingsabouttheirpersonalactionsthatinfluencedthegroupgoals,pressure,andsupport

fromgroupmembers,andidentifythepersonwhoactedastheleader.Regardingthepractice,theparticipantsare

askedtodescribetheattitudeandmethodtheywouldusetocoordinateagroupandcommunicatewithgroup

membersinsimilarexperiencesinthefuture,andtodescribetheirthoughtsregardingtheinterrelationship

betweenpartnersandtheactionstheywouldtaketoestablishabalance.Attheendofthegame,thefollowing

feedbackisprovided.



Theboardinthegamerepresentstrustinhumaninteraction.Trustandsupportarecomplementary.Clear

goalsandmembercomplementsholdateamtogether.Long-termtrustcansuddenlybelostbecauseofdiscreet

insensitivity.Argumentsoccur,andareagroupdynamic.Howargumentsaredealtwithinfluencesgroup

creativity.Apositivecycleofstrategies,thoughts,communication,andattitudeenablesthegrouptosucceed.





Method



Beforetheresearchcommenced,Delphimethodwasadoptedtogenerateadventureeducationthemes.Eight

expertswhohadacademicorindustrialbackgroundsandabundantexperienceinteachingorconducting

professionalpracticeinthefieldofadventureeducationwereinvitedtoparticipateintheexplorationprocessby

completingquestionnaires.Twelveadventureeducationactivitiesthatrequiredparticipantstoavoidusingoneof

theirsenses,suchasspeechorsight,wereanalyzed.Thebasicqualitiesofsuchactivitiesareappropriatefor

digitization.Afterthree-rounddiscussions,13commonthemesweregeneratedandclassifiedintotwoprimary

sections:extrinsicbehaviorsandintrinsicmotivations.Theextrinsicbehaviordomaincomprisedleadership,

communication,collaboration,support,responsibility,andactiveness,andtheintrinsicmotivationdomain

comprisedreflection,trust,creativethinking,empathy,willingnesstochange,acceptanceoffrustrationand

failure,andconfidence.TheresearchprocedureusedinthisstudyisshowninFigure7.



Pretestandposttestquestionnairesweredesignedtounderstandtheopinionsofstudentsregardingthegame

systemandtheeffectivenessofadventureeducation.Thequestionnairecoveredthe13adventureeducation

themes,eachofwhichwasassessedusingtwoitems,rankedona5-pointLikertscale,yieldingatotalof26

questions.Questions,forexample,forcommunicationaspectwas“Ithoughtgoodcommunicationbetweengroup

memberscanhelpmemberstounderstandeachotherandsolveproblemstogether”forpretest,and“Ithought

goodcommunicationsbetweenmemberscanhelpthemsolveproblems”fortheposttest.Thereliabilityofthe

184

questionnairewashigh,exhibitingaCronbach’sαof.70andacoefficientofinternalconsistencyof.90.Given

thattherewere13themeswith2questionspertheme,theLikertscoresoneachthemewereaveragedand13pre-

postt-testsrunstatistically.Thenoriginalscoreswerecomparedtoviewminordifferencesbetweenthepretest

andposttestofeachthemewithqualitativedescriptions.





Figure7.Researchprocedure



Atotalof40collegestudents,agedbetween18and22,wereinvitedtoparticipateintheactivities.Theywere

equallydistributedintotwogroups,aphysicalgroupandavirtualgroup.Inthephysicalgroup,theadventure

educationgameswereconductedinpersonandguidedbyafacilitator.Inthevirtualgroup,theadventure

educationgameswereconductedphysicallywithdigitalgamesandguidedbyavirtualfacilitatorpredesignedin

thesystem.Intheprocess,studentsplayedthegamewithgroupmembers,solvedtasks,andreflectedonthe

questionsgeneratedbythesystemconcerningtheadventureeducationthemes.



Theactivityprocesseswererecordedinthesystem.Sixresearchersconductedobservationsduringtheprocessto

investigatetheengagementoftheparticipantsandtheirachievementsinadventureeducation.Reflectionsections

wereconductedaftereachgame.Afterthestudentscompletedbothgames,researchersinterviewedthemand

analyzedthedialoguetodeterminetheeffectivenessofthegames.Finally,gamesatisfactionwasevaluatedto

determineparticipants’regardingaboutthedigitalgames.





Results



Players’achievementsinlearningtheadventureeducationthemes



Thepretestandposttestquestionnaireresultsregardingtheplayers’achievementsinlearningtheadventure

educationthemes(Table1)weresummeduptotestthedifferences.Itisfoundthatthet-testscoreofthephysical

group(t=5.16,p=.000)andthevirtualgroup(t=3.61,p=.000)bothreachedsignificantdifferences.Boththe

digitaladventureeducationgamesandthephysicaladventureeducationactivitieseffectivelyenhancedthe

participants’conceptualunderstandingoftheadventureeducationthemes.



Table1.Pretestsandposttestsofplayers’achievementstotheadventureeducationthemes(n=20)

MeanSDt

PhysicalgroupPretest4.28.3335.16

Posttest4.72.514

VirtualgroupPretest4.38.3203.61

Posttest4.83.439

Note.p<.05,p<.01,p<.001.



Analysisofboththemesindicatedaslightdifferencebetweenthepretestandposttestscoresofthetwogroups.



Regardingtheextrinsicbehaviordomain,threethemes,namelyleadership,cooperation,andactiveness,exhibited

apositivedifferences(posttestscoreshigherthanpretestscores)inbothgroups,signifyingthatbothdigitalgames

andphysicalactivitieseffectivelyenableparticipantstoachievetheabilitiesaddressedinthesethemes.

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Conversely,threethemes,namelycommunication,support,andresponsibility,exhibitedlowerscoresofposttest

scorestopretestscoresinthevirtualgroup,signifyingthoseparticipantsinthevirtualgamesplacedmore

attentiononthecompletionoftasksandchallengesandwerelessawareoftheformationofsocialgroups.

Therefore,theysensedlesspersonalresponsibilityinthegroups,lesscommunicationoccurredbetweengroup

members,andthemembersshowedlesssupporttoeachother.Bycontrast,thephysicalgroupexhibitedhigher

posttestscorestopretestscoresinthesethemesbecausetheeyecontactandsenseofphysicalexistenceinvolved

inface-to-facehumaninteractioncanimprovegroupsupportandcommunication.Participantsweremorelikelyto

identifywithindividualorgroupresponsibilitiesduringtheactivitiesinsituationsofdirecthumancontactthanin

situationsofindirectcontact.



Table2.Players’achievementstotheadventureeducationthemes:Extrinsicbehaviors

ThemesPhysicalgroupVirtualgroup

PretestPosttestDifferencebetween

means

PretestPosttestDifferencebetween

means

Leadership3.783.90.123.714.270.56

Communications5.15.250.155.195.08-0.11

Cooperation4.985.030.054.734.970.24

Support4.854.980.135.074.99-0.08

Responsibility4.984.500.205.044.09-0.14

Active4.74.830.134.624.720.10



Intheextrinsicbehaviordomain,theaverageoftheposttestscoreswashigherthantheaverageofthepretest

scoresforbothgroupsintheleadership,cooperation,andactivenessthemes,indicatingthatthedigitaladventure

educationgamepositivelyaffectedthesethemes.



Leadershipreferstohowanindividualleadsagrouptowardcompletingataskwhenthegroupencounters

difficulties.Theresultsindicatethattheparticipantsactivelyparticipatedinthegameandexhibitedclear

behavioraldifferencesregardingshowingleadership.Thevirtualgroupexhibitedagreaterdifferencethanthe

physicalgroupdid,indicatingthattheparticipantswerelikelytohidebehindtechnologyandrevealtheirtrue

selvesandbehaviorswheninteractingthroughthedigitalgame.However,inthephysicalgroup,theparticipants

activelytriedtoimprovetheirself-images,causingthemtohidepartsoftheirinnerselvesfromtheothersand

changetheirresponsesaccordingtothegroupatmosphere.



Cooperationreferstohowtheparticipantscooperatewithothermemberstoachievethegroupgoal.Theresults

indicatethatthegroupsachievedgoalsmoreeffectivelywhentheparticipantscooperatedinsteadofworked

individually.Thevirtualgroupexhibitedagreaterlearningeffect,possiblybecausethedigitalgameshadhigher

failureratesthanthephysicalactivities,causingmemberstoworkcloselywitheachothertoavoidrestartingthe

game.Therefore,theparticipantsinthevirtualgroupweremoreawareoftheneedtocooperatethanwerethosein

thephysicalgroup.



Activenessreferstohowtheparticipantsactivelyconfrontedtheproblemsinthegameandsolvedthemtoachieve

thegroupgoal.Theresultsindicatethatthedigitalgamesexhibitedsimilareffectivenessinmotivatingparticipants

toactivelyparticipatetheactivities.Thephysicalgroupexhibitedmorefavorableperformanceinthistheme

becausetheseparticipantsexperiencedgreaterpressuretoconstructpersonalimagesandimproveinterpersonal

relationships.



Regardingthecommunication,support,andresponsibilitythemesintheextrinsicbehaviordomain,thesignificant

differencesobservedinthephysicalgroupweregreaterthanthoseobservedinthevirtualgroup.Communication

referstohowtheparticipantscommunicatedwitheachotherwhenencounteringdifficulties.Communicationcan

enhanceinterpersonalrelationshipsandestablishfavorablegroupcooperation.Theresultsindicatethatinthe

virtualgroup,theposttestscore(m=5.08)waslowerthanthepretestscore(m=5.19),possiblybecausethe

participantsinthephysicalgrouptendedtocommunicatewitheachothertogeneratesolutions.Theyapproached

thegamesslowlyandlistenedtoeachotherbeforetakingaction.However,tocompletethetasksinthedigital

games,theparticipantsfeltlittleneedtocommunicate.Inaddition,theparticipantsseemedeagertofinishthetask

sothatcommunicationdidnotoccuroften;thiswasineffective.Furthermore,theparticipantsinthevirtualgroup

tendedtoworkalone.



Supportreferstohowtheparticipantsprovidedfellowgroupmemberswithsupportandworkedtowardthegoal

collectively.Theresultsalsoindicatethatinthevirtualgroup,theposttestscore(m=4.99)waslowerthanthe

pretestscore(m=5.07).

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Responsibilityreferstohowtheparticipantshelpedfellowgroupmembersgrowtogetherandregardedthemselves

ascrucialmembersinthegroup.Theresultsindicatethatinthevirtualgroup,theposttestscore(m=4.09)was

lowerthanthepretestscore(m=5.04).Thisisbecausethedigitalgameparticipantsdidnotseetherelationship

betweenthemselvesandthegroup,andregardedthegametasksastheirpersonalresponsibilities.Theyhesitated

toprovideotherswithsupport.However,inthephysicalgroup,theparticipantsinteracteddirectly,stimulating

interpersonalinteraction.



Overall,thestudyrevealedthatthephysicalgroupexhibitedsignificantdifferencesbetweenthepretestand

posttestscoresineverythemeoftheintrinsicbehaviordomain.However,inthevirtualgroup,communication,

support,andresponsibilitywerelessobservablethantheywereinthephysicalgroup.Theposttestscoreswere

lowerthanpretestscores,indicatingthatdigitalgamescannoteffectivelyincreaseparticipants’communication

abilityandreducetheirabilitytoshowsupporttoothers.



Regardingintrinsicmotivation,fourthemes,namelyreflection,creativethinking,acceptingfrustrationsand

failures,andconfidence,theposttestscoreswerehigherthanpretestscoresinbothgroups,signifyingthatboth

digitalgamesandphysicalactivitieseffectivelyenableparticipantstoachievetheseabilities.



Threethemes,namelytrust,empathy,andwillingnesstochange,theposttestscoreswerelowerthanpretestscores

inthephysicalgroup,indicatingthatindividuals’internalfeelingsandthoughtswerelessevidentinsituationsof

directhumancontactthaninsituationsofindirectcontact.Bycontrast,becausethedigitalenvironmentcreatesa

senseofprivatespace,peoplecaneasilyexhibittheircare,concern,empathy,andwillingnesstochangewithout

worryingaboutface.



Table3.Players’achievementstotheadventureeducationthemes:Intrinsicmotivations

ProjectPhysicalgroupVirtualgroup

PretestPosttestDifference

betweenmeans

PretestPosttestDifference

betweenmeans

Reflection4.454.580.134.544.620.08

Trust4.754.7504.424.750.33

CreativeThinking4.454.730.284.524.750.20

Empathy5.24.98-0.224.835.000.17

WillingToChange5.084.73-0.354.544.790.25

AcceptFrustrationsand

Failures

3.634.40.773.684.630.95

Confidence4.284.60.324.434.740.31



Intheintrinsicmotivationdomain,theaverageposttestscorewashigherthantheaveragepretestscoreofboth

groupsinthereflection,creativethinking,acceptanceoffrustrationandfailure,andconfidencethemes,indicating

thatdigitaladventureeducationgamesaresimilarlyeffectiveormoreeffectivecomparedwithphysicalactivities.



Reflectionreferstohowtheparticipantsansweredtheirquestionsthroughreflection,personallearning,and

growth.Theresultsindicatethatbothgroupsexhibitedasimilarunderstandingofthistheme.Thephysicalgroup

exhibitedmorefavorableperformanceinthisthemethanthedigitalgroupdidbecausethefacilitatorledthe

discussionbyusingin-depthobservationsandestablishedtechniques.Althoughthevirtualgroupreceivedthe

samequestionsasthephysicalgroupdid,theparticipantsdirectlyrespondedtothequestionswithoutbeing

instructedtoelaborateorclarify.



Trustreferstohowparticipantsbelievedinothergroupmemberstooffersupportandassistance.Theresults

indicatethatthevirtualgroupexhibitedclearerdifferencesthanthephysicalgroupdid;thismayhavebeen

becausetheparticipantstendedtohidebehindtechnologyratherthanprovideassistancetoothers.Theyfeltsafe

andrelaxed,andwerenotconcernedwithembarrassment,whichfrequentlyoccursinactivitiesinvolvingdirect

humancontact.



Creativethinkingreferstohowparticipantsdeterminesolutionsbyusingunconventionalthinkingmodelsand

frameworks.Theresultsindicatethatthephysicalgroupexhibitedmorefavorableperformanceinthisthemethan

thevirtualgroupdidbecauseface-to-facesituationsstimulatecommunicationandcreativethoughtsmorethanthe

laggeddiscussionindigitalgamesdoes.



Acceptanceoffrustrationsandfailurereferstohowtheparticipantsremainedwillingtofacechallengeswhen

failureoccurred.Theresultsindicatethattheparticipantsinthevirtualgroupexhibitedahigheracceptancelevel

187

thandidthoseinthephysicalgroup,possiblybecausetheygenerallyplaythegamesfromthethird-person

perspectiveandfeelmoredistantfromthedirectconsequencesoffailure.



Confidencereferstohowtheparticipantscollaboratedwithgroupmemberstosolveproblemsandincreasetheir

self-confidence.Theresultsindicatethatthevirtualandphysicalgroupsexhibitedasimilargroupatmosphere;

specifically,theybothcompletedtaskscollectivelyandgainedconfidenceaftercompletingthetasks.



Regardingintrinsicmotivation,thevirtualgroupexhibitedmorefavorableperformancethanthephysicalgroup

didinseveralthemes.Empathyreferstohowtheparticipantsconsideredothermembers’needs.Inthephysical

group,thepretestscore(m=5.20)washigherthantheposttestscore(m=4.98).Inthevirtualgroup,theposttest

score(m=5.00)washigherthanthepretestscore(m=4.83).Theseresultsindicatedthatempathyisaninner

thoughtthatcanbemoreeasilyrevealedindigitalspacethanintheface-to-facesituations.Becauseofshyness

andembarrassment,thedigitalspaceprovidesparticipantswithasafeplaceinwhichinnerthoughtscanbe

revealedeasily.



Willingnesstochangereferstohowtheparticipantsregardedmakingchangesandgeneratingnewideasasavital

factortoself-development.Inthephysicalgroup,thepretestscore(m=5.08)washigherthantheposttestscore

(m=4.73).Inthevirtualgroup,theposttestscore(m=4.79)washigherthanthepretestscore(m=4.54).In

digitalgames,innovationseemstobeanessentialcharacteristic.





Satisfactionwiththedigitaladventureeducationgame



Digitaltoolswereusedtodevelopanadventureeducationgametocreatealearningexperiencesimilarto

traditionalface-to-faceactivities.Thedesignofthegamesystemandcontentbothinfluencedtheparticipants’

gamingexperienceandaffectedtheirlearningeffectiveness.Therefore,thesatisfactionquestionnaireinvestigated

whetherthegamesuccessfullyconveyedtheadventureeducationcharacteristicsandgoalsbyrecordingthe

participants’viewsandgamesatisfaction.



Thequestionnaireconsistedofeightquestions.Theoverallsystemevaluationaveragescorewashigh(m=4.59).

Challengeexhibitedthehighestscore(m=4.85),indicatingthatthegamecontainedappropriatedifficultylevels

andchallenges.Theparticipantssolvedproblems,therebydevelopingtheirproblem-solvingabilities.Inaddition,

theirreflectionabilitywasenhancedafterplayingthedigitaladventureeducationgame(m=4.73).All

participantscouldeasilymanipulatethegameaccordingtotheirpersonalneeds(m=4.60).Thelowestscorewas

theinteractionscore(m=4.40),indicatingthatparticipantsmostlyundertookpersonalchallengeswhileplaying

thegame.Theimmersionscore(m=4.50)indicatedthatthescenariosofthegamecanbeimproved.





Discussionandconclusion



Meta-learningisamajorfocusofthisstudy.Inthegame,thereflectionsectionwasdesignedtogenerate

synthesisfeedbackafterthegame.



IntheCorporateMazereflections,participantsfeltthatthemostdifficultaspectsofthegameweredetermining

thenextstepandexperiencingdoubtregardingthechoice.Exploringtheunknownmadethemnervous,butthe

processencouragedthemtomakebraveattempts.Groupmembersneededtorememberthecorrectrouteeven

thoughtheywerenottheplayer.Inaddition,theparticipantslearnedthat“breakingtheframe”iscrucial.

Creativityandinnovationwerenecessarytotakestepstowardthegoal.Suchlessonsaresimilartomakinglife

choiceswhilefacingtheunknown.



IntheGroupBalancegamereflections,theparticipantsreportedthatthemostessentialaspectsofcooperationare

personalroles,nurturingatacitsenseofconnection,andobservingothers’needs.Theyneededtoencourage

insteadofblameeachotherwhenfailingthetaskandstaycalmduringthechallenges.Onlycommunicationcould

enablethemtosuccessfullybalancetheboard.Whiletheyplayedthegame,theylearnedtheimportanceof

cooperationandcommunication,andthataleaderisnecessarytomediatethecommunication.Duringtheprocess,

mostleaderswerethosestandinginthecenterandcontrollingtheboard.Mostrecordedsoundswerethescreams

ofgroupmembersanddirectionsfromtheleaders.



Thegoalofthisresearchwastoencouragetheparticipantstoexplorethemselvesthroughtheadventureeducation

activitiesandtoenhancetheirinteractionswithotherpeople.Inthedigitalgame,acommunitywasdevelopedin

188

whichtheparticipantscouldcommunicate,cooperate,achievegroupgoals,andestablishself-confidence.Through

digitaltools,thelearningspacewasextendedtothevirtualspacewhichimprovesfreedomandcomfort.Usingthe

digitalgames,facilitatorsandresearcherscanrecordthegamingprocess,provideinformation,andassistthe

participantsinconductingcognitivereconstruction.Theycansolveproblemsandmodifytheirbehaviors.The

participantslearnedstrategiesthatcanbeusedinthefuture,andtheirself-efficacyimproved.



Researchresultshaveindicatedthatteenagersexperiencedagreatersenseofbelongingtothegroupsand

identificationwithdigitalgames.Adventureeducationisaseriesofeducationalactivitiesthatusethephysical

senses.Reflectionsessionsarethecoreofadventureeducation,andareusedtoformgroupidentities.Everygroup

taskrequiresproblem-solvingskills,theuseofwhichcausesindividualstoappreciatetheimportanceofpersonal

responsibilitytothegroup.ThisisthepracticeofKolb’sexperientiallearning.



Digitaladventureeducationgamesfocusongroupcooperationandinterpersonalinteraction;therefore,thedesign

shouldbeginwitheducationalapplicationsandcanbedevelopedfurthertobecomeanindependentteaching

moduleusedbyschoolteachersasclassroomactivitytools.Teacherscanthusenrichtheteachingcontentand

enablestudentstodeveloppositivethinkingandstrengthentheirskills.



Fromtheobservationandinterviewresults,thedigitalgameprovidesasafedistanceforthestudentsbetween

theirselfandthesub-consciousness,andfunctionsasacommunicationmeansforsocialinteraction.Itenables

learnerstoexperienceandfeelthemselvesinthegamingprocess,reflectontheirinnercharacteristics,fully

expressandrevealtheiremotions,ideas,experiences,andbehaviors,whichfosterthestrengthtochangeand

mature.



Throughmultiplayerdigitalgames,playerscanreflectonkeyelementssuchasteamwork,trust,responsibility,

problemsolving,decisionmaking,leadership,goalsetting,andcommunication,becausethegamesareembedded

withmetaphoricalteachings,interpersonalcommunication,self-involvement,gameimmersion,andemotional

liberationfunctions.



Learningusingdigitalgamescanmotivatelearnersmorethantraditionallearningcan.Inthisstudy,compared

withtraditionallearning,moreknowledgecanbegainedandlearningtransferwasstrongerandmorepredictable

inlearningusingdigitalgames.



Intraditionaladventureeducationactivities,facilitatorscannotobserveeachparticipantandrecordthecomplete

processofeverygame.Facilitatorscanonlyreflectonspecificinteractionevents,replytogroupinterviews,and

providefeedbackandguidancebasedontheirfeelingsatthetime.Precisioninindividualisticfeedbackis

thereforedifficult.However,digitalgamesystemcanrepresenttheprocessofphysicaladventureeducation

activitiesandinvolvesprovidingpersonalfeedback.Thegamingexperiencecanbeanalyzedusinglearning

assessmentsandproblemidentificationmethods.Inaddition,motion-sensinggamesemphasizemetacognitive

developmentthroughthediscussionofmetaphorsthatarehelpfulandessentialforlearningachievement.



Adventureeducationactivitieshavediversifiedcharacteristicsandvalues;theyarewidelyusedinvarious

curricula.However,digitaltechnologyhasnotbeenintegratedbecausepersonalexperienceisitsmostcrucial

element.Thisstudyexploitedthesimplicityanddiversityofdigitaltechnologytocomplementthelimitationsof

physicalactivities.Inthetransformationfromaphysicalenvironmenttoavirtualenvironment,personal

experience,fun,andreflectionsareretainedintheactivitieswhenusersareimmersedinagame.Through

multiplayerdigitalgames,playerscanreflectonkeyelementssuchasteamwork,trust,responsibility,problem

solving,decisionmaking,leadership,goalsetting,andcommunication,becausedigitalgamesareembeddedwith

metaphoricalteachings,interpersonalcommunication,self-involvement,gameimmersion,andemotionliberation

functions.Itisevidentinthisstudythatitiseffectivetoadvanceadventureeducationactivitieswithdigitalgame,

especiallymotion-sensinggames.





Acknowledgments



ThisstudyissupportedinpartbytheMinistryofScienceandTechnology(previouslyknownasNational

ScienceCouncil)oftheRepublicofChina,undercontractnumbersNSC100-2628-S-024-002-MY3andNSC

101-2511-S-024-009-MY3.







189

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