Developing the NaiMor Rangsit Game: Enhancing Cultural Appreciation and Place Awareness through Location-Based Technology

This paper aims to develop and evaluate NaiMor Rangsit game, a location-based tool designed to enhance cultural appreciation and place awareness among students at Rangsit University. The game integrates critical landmarks within the university campus using GPS and gyroscope sensors, offering an interactive and immersive learning experience. The study of 58 participants ages 18-30 was conducted. It assessed the game’s effectiveness across three main criteria: Place Awareness Level (PAL), Cultural Appreciation Enhancement (CAE), and Game Design Satisfaction (GDS). The results indicate a near-neutral sentiment overall, with significant differences in game design satisfaction based on the participants’ game experience. This study identifies needed improvements in mission design, menu response speed, and cultural content engagement to better meet player expectations and enhance satisfaction. These findings emphasize the importance of inclusive, accessible game design in education, emphasizing the potential of location-based games to deepen cultural and historical connections.

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Publication Details

Published
2024-11-14
DOI
https://doi.org/10.1109/incit63192.2024.10810642
Primary Topic
Mobile Learning in Education
Type
article
Field-Weighted Citation Impact
0.00

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article

Developing the NaiMor Rangsit Game: Enhancing Cultural Appreciation and Place Awareness through Location-Based Technology

Ekapong Nopawong, Rawinan Praditsangthong
Mobile Learning in Education
article

Developing the NaiMor Rangsit Game: Enhancing Cultural Appreciation and Place Awareness through Location-Based Technology

Ekapong Nopawong, Rawinan Praditsangthong
article en

Abstract

This paper aims to develop and evaluate NaiMor Rangsit game, a location-based tool designed to enhance cultural appreciation and place awareness among students at Rangsit University. The game integrates critical landmarks within the university campus using GPS and gyroscope sensors, offering an interactive and immersive learning experience. The study of 58 participants ages 18-30 was conducted. It assessed the game’s effectiveness across three main criteria: Place Awareness Level (PAL), Cultural Appreciation Enhancement (CAE), and Game Design Satisfaction (GDS). The results indicate a near-neutral sentiment overall, with significant differences in game design satisfaction based on the participants’ game experience. This study identifies needed improvements in mission design, menu response speed, and cultural content engagement to better meet player expectations and enhance satisfaction. These findings emphasize the importance of inclusive, accessible game design in education, emphasizing the potential of location-based games to deepen cultural and historical connections.

Rangsit University (TH)
Innovation Fund
Openalex Percentile: Top 61%
Mobile Learning in Education
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