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Constructing a 3D Virtual World for Traditional Culture Education

Published: 23 April 2020 Publication History

Abstract

This study introduces the pedagogically effective learning model for traditional culture education based on a 3D virtual application newly developed by a cultural transmitting company in China, in hopes of exploring the great potential to integrate virtual worlds into Technology Enhanced Learning (TEL). The inspiration comes from research results on successful application of edutainment technology in education and on the opportunity offered by cutting-edge technologies. The resulting 3D virtual world cannot only create a graphic, vivid immersive context for students to learn traditional culture, but also offer teachers a better management tool to keep students motivated in creative thinking and highly-cooperative group work. In the paper, we describe in depth the theoretical rationale behind the pedagogically effective learning model for traditionally classroom-based culture education, with particular attention to the design of the 3D virtual application. Furthermore, the paper discusses the challenges we face as well, so as to provide a clear idea about the issue and the direction for more efforts in future work.

References

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Maiga Chang, Wu-Yuin Hwang, Ming-Puu Chen, and Wolfgang Müller (2011). Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications, Proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, Taipei, Taiwan, Sept. 2011.
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  1. Constructing a 3D Virtual World for Traditional Culture Education

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    ICEIT 2020: Proceedings of the 2020 9th International Conference on Educational and Information Technology
    February 2020
    268 pages
    ISBN:9781450375085
    DOI:10.1145/3383923
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • University of Thessaly: University of Thessaly, Volos, Greece

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 23 April 2020

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    Author Tags

    1. Artvive
    2. Traditional culture education
    3. edutainment
    4. innovation
    5. technology-enhanced learning (TEL)

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