Abstract

This research focuses on the young people and an issue of national handicraft preservation in the form of southern style hand weaving. A game is used in the study on arts and cultures as a learning medium optimized for the young people who play an important role in preserving the traditional handicraft being at the verge of extinction. The “Exploring Na Muen Sri” was developed based on digital micro-game and Person-Artefact-Task model as well as the game production with the purpose of creating the learning media and a simulation containing new knowledge about hand-weaving art and history that is suitable for the young people. The case study was on the weaving history of Na Muen Sri Community located in the southern Thailand. An experiment was conducted with undergraduate students to explore the effectiveness of the proposed approach in the field of cultural study. The results show that the game can effectively enhance players’ cognitive growth along with cultural awareness. It can be concluded that the simulated learning environment created in the digital game enables to bring about comprehension supporting the lifelong learning of hand weaving art and history while simultaneously preserving the local wisdom of hand weaving of fabrics.

Highlights

  • The advancement of lifelong learning is consistent with the rapid growth of digital technological development [1], [2]

  • The aim included the development of a digital micro-game (DMG) system as well as the enhancement on students’ learning performance and motivation toward cultural handweaving art and history in Thailand

  • Technology is employed for better education of arts and cultures explain that utilizing technological simulation for education of arts and cultures can change the content presentation format as there is no need to be at the real exhibition or the actual venue, not to mention that it reduces the risk of venue wreckage

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Summary

Introduction

The advancement of lifelong learning is consistent with the rapid growth of digital technological development [1], [2]. A Digital Game (DG), one of the learning media technologies, has been very popular due to its significant feature of imaginative creation, challenge and competition that attract players and motivate them. Apart from being applicable for learning as well as learning enhancement and distinctions among players, the DG is a development tool that transforms learners’ behaviors, and heightens lifelong learning and self-directed learning. The report of [3] on the statistic of using the internet in Thailand reveals that Thai people of ages 16-64 use the internet 9 hours/day, in which almost 2 hours are spent on games: the use of game online application has increased by 67%. The survey conducted on the situation of playing online games among Thai youth in 2019

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