Digital game-based learning suits the learning style of today’s students and calls for further research on what could possibly be the most educational ways of using it. In addressing this question, we conducted a case study looking at the learning process among culturally distinct students based on the assumption that cultural differences can influence digital game-based learning processes. This paper reports a pilot study of a forthcoming larger scale study. We first developed two digital games for Chinese language learning in order to tease out culture-dependent preferences and traits among Eastern and Western learners. These were compared with data arising from direct observations and interviews with four students. The findings indicate that in general, Eastern learners were fond of the type of digital game that involves social cues and situational factors while Western learners preferred simple design and goal-oriented learning game in which they can have the power of control. Copyright © 2014 Hong Kong Association of Educational Communications and Technology.
|Title of host publication||Communication and education: New media, knowledge practices and multiliteracies: HKAECT 2014 International Conference: Conference proceedings|
|Editors||Alex Chi-keung CHAN , Albert Kwai-ming CHAN , Wendy Wing-lam CHAN , Mike Hin-leung CHUI , Rose Cheuk-wai FONG , Heidi Ngan-ho FUNG , Vincent Hing-keung HUNG , Kar-wai TONG|
|Place of Publication||Hong Kong|
|Publisher||The Hong Kong Association for Educational Communications and Technology|
|Publication status||Published - 2014|
CitationWen, R., & Park, J. (2014). A discussion on implementing digital game-based learning in the context of multicultural environment. In C.-k. A. Chan, K.-m. A. Chan, W.-l. W. Chan, H.-l. M. Chui, C.-w. R. Fong, N.-h. H. Fung, et al. (Eds.), Communication and education: New media, knowledge practices and multiliteracies: HKAECT 2014 International Conference: Conference proceedings (pp. 9-20). Hong Kong: The Hong Kong Association for Educational Communications and Technology.
- Digital game-based learning
- Social cues
- Power control