Background <p>Cultural traditions are critical to identity yet face threats of neglect despite preservation efforts. This study introduces a 3D serious game maker tool aimed at educating children aged 12 and above about cultural heritage. Rooted in maker pedagogy and multiliteracies theory, the tool integrates Internet of Things (IoT) and Artificial Intelligence (AI) to foster immersive learning, creativity, and interactive gaming experiences.</p> Intervention <p>Participants utilized the tool to design educational games and engaged with a pre-designed game focusing on Kristang culture. This dual engagement promoted hands-on learning and cultural appreciation.</p> Methods <p>An iterative design process guided the tool's development, incorporating user feedback and insights from serious game design literature. Participants included 96 middle school students (ages 12–13), divided into test and control groups. The test group used the 3D tool, while the control group utilized traditional methods such as 2D storyboards and slides.</p> Results <p>The tool showed potential advantages in facilitating cultural education, although differences were not always statistically significant. Participants in the test group demonstrated a slightly better learning gain (55.21% vs. 49.48%), memory retention (90.10% vs. 86.46%), and knowledge retention (83.85% vs. 75.00%). Additionally, user experience evaluations highlighted good immersion and engagement, with 86.36% of users rating the tool as intuitive and effective.</p> Limitations <p>The study focused on Kristang culture, narrowing the scope of generalization. A larger participant sample and expanded cultural content are recommended for future research.</p> Conclusion <p>This research underscores the potential of digital game-based learning and serious games in education. By blending gaming with cultural preservation, the tool bridges traditional and modern methods, opening pathways for broader applications in cultural and immersive learning.</p>

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Design, implementation, and user evaluation of a no code 3D serious game authoring tool for cultural heritage education

  • Mostafa Osama Mostafa Abdulrazic,
  • Mirza Rayana Sanzana,
  • Kher Hui Ng

摘要

Background

Cultural traditions are critical to identity yet face threats of neglect despite preservation efforts. This study introduces a 3D serious game maker tool aimed at educating children aged 12 and above about cultural heritage. Rooted in maker pedagogy and multiliteracies theory, the tool integrates Internet of Things (IoT) and Artificial Intelligence (AI) to foster immersive learning, creativity, and interactive gaming experiences.

Intervention

Participants utilized the tool to design educational games and engaged with a pre-designed game focusing on Kristang culture. This dual engagement promoted hands-on learning and cultural appreciation.

Methods

An iterative design process guided the tool's development, incorporating user feedback and insights from serious game design literature. Participants included 96 middle school students (ages 12–13), divided into test and control groups. The test group used the 3D tool, while the control group utilized traditional methods such as 2D storyboards and slides.

Results

The tool showed potential advantages in facilitating cultural education, although differences were not always statistically significant. Participants in the test group demonstrated a slightly better learning gain (55.21% vs. 49.48%), memory retention (90.10% vs. 86.46%), and knowledge retention (83.85% vs. 75.00%). Additionally, user experience evaluations highlighted good immersion and engagement, with 86.36% of users rating the tool as intuitive and effective.

Limitations

The study focused on Kristang culture, narrowing the scope of generalization. A larger participant sample and expanded cultural content are recommended for future research.

Conclusion

This research underscores the potential of digital game-based learning and serious games in education. By blending gaming with cultural preservation, the tool bridges traditional and modern methods, opening pathways for broader applications in cultural and immersive learning.