Gamified Mobile Edutainment for Cultural Heritage Learning: A Design-based Research Study of Tai Ethnic Cultures in Lanna
DOI:
https://doi.org/10.13052/jmm1550-4646.2216Keywords:
Mobile Edutainment, Gamification, Cultural Heritage Learning, Design-Based Research, Digital Character DesignAbstract
The transmission of cultural heritage to younger generations has become increasingly challenging in the context of mobile-centric digital media consumption. Although gamified edutainment applications are widely used to support informal learning, many studies still emphasize design description more than systematic examination of learning mechanisms and research rigor. This study investigates how a mobile gamified edutainment application can support cultural heritage learning through a design-based research (DBR) approach. Using Tai ethnic cultures in the Lanna region as an empirical case, the research examines how character-based interaction, gamification mechanics, and cultural validation processes mediate learner engagement and knowledge acquisition. Iterative design cycles were conducted with cultural experts, educators, and primary school learners. Data were collected through formative pre- and post-learning indicators, usability observations, and expert validation, emphasizing exploratory rather than inferential evaluation. The findings show that interaction-driven customization tasks contributed more strongly to cultural knowledge recall than reward-based mechanics, while expert validation was essential for preserving cultural integrity within simplified visual representations. Beyond the specific case, the study proposes a transferable framework for mobile edutainment that balances cultural authenticity, learner engagement, and methodological transparency. Limitations related to sample scope and short-term evaluation are acknowledged, and directions are outlined for scalability testing and longitudinal assessment in future research.
Downloads
References
M. Gronlund, Contemporary Art and Digital Culture. London, UK: Routledge, 2017.
D. Lemish, Children and Media: A Global Perspective. Hoboken, NJ, USA: Wiley-Blackwell, 2015.
W. Panichphun, Lanna Ways. Chiang Mai, Thailand: Silk Worm Books, 2005.
K. Lundby, Ed., Digital Storytelling, Mediatized Stories: Self-Representations in New Media. New York, NY, USA: Peter Lang, 2008.
J. Sefton-Green and D. Parker, Edit-Play: How Children Use Edutainment Software to Tell Stories. London, UK: British Film Institute, 2000.
R. N. Landers, M. B. Armstrong, and A. B. Collmus, “How to use game elements to enhance learning: Applications of the theory of gamified learning,” in Serious Games and Edutainment Applications, vol. II, B. Ma, M. Oliveira, S. Petersen, and J. B. Hauge, Eds. London, UK: Springer, 2017, pp. 457–483.
B. Furht, Handbook of Multimedia for Digital Entertainment and Arts. New York, NY, USA: Springer, 2009.
S. Y. Gartmeier, Emotions, Technology, Design, and Learning. London, UK: Academic Press, 2016.
A. D. Cheok, Art and Technology of Entertainment Computing and Communication: Advances in Interactive New Media for Entertainment Computing. London, UK: Springer, 2010.
S. Brown and S. Ponsonby-McCabe, Eds., Brand Mascots: And Other Marketing Animals. London, UK: Routledge, 2014.
C. Hart, Manga for the Beginner Chibis: Everything You Need to Start Drawing the Super-Cute Characters of Japanese Comics. New York, NY, USA: Watson-Guptill, 2010.
S. Whitten and J. Lee, You Can Draw Manga Chibi Characters, Critters & Scenes. Mission Viejo, CA, USA: Walter Foster Jr., 2020.
T. Anderson and J. Shattuck, “Design-based research: A decade of progress in education research?” Educational Researcher, vol. 41, no. 1, pp. 16–25, 2012, doi: 10.3102/0013189X11428813.
A. Collins, D. Joseph, and K. Bielaczyc, “Design research: Theoretical and methodological issues,” Journal of the Learning Sciences, vol. 13, no. 1, pp. 15–42, 2004, doi: 10.1207/s15327809jls1301_2.
P. Cobb, J. Confrey, A. diSessa, R. Lehrer, and L. Schauble, “Design experiments in educational research,” Educational Researcher, vol. 32, no. 1, pp. 9–13, 2003, doi: 10.3102/0013189X032001009.
A. Druin and C. Solomon, Designing Multimedia Environments for Children. New York, NY, USA: Wiley, 1996.
M. Jintapitak, “Cultural representation in digital art: Mascot designs expressing the diversity of Tai ethnic cultures,” in Proc. 2024 Joint Int. Conf. on Digital Arts, Media and Technology with ECTI Northern Section Conf. on Electrical, Electronics, Computer and Telecommunications Engineering (ECTI DAMT & NCON), Chiang Mai, Thailand, 2024, pp. 444–449, doi: 10.1109/ECTIDAMTNCON60518.2024.10480093.
M. Jintapitak, “Digital threads of heritage: Integrating Lanna ethnic identity into character design,” in Proc. 2024 Joint Int. Conf. on Digital Arts, Media and Technology with ECTI Northern Section Conf. on Electrical, Electronics, Computer and Telecommunications Engineering (ECTI DAMT & NCON), Chiang Mai, Thailand, 2024, pp. 348–352, doi: 10.1109/ECTIDAMTNCON60518.2024.10480051.



