10 research outputs found

    Towards developing mobile game-based learning engineering model

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    Mobile game-based learning (mGBL) is a game purposely employed for learning which is played on mobile devices such as mobile phones. The development of mGBL is indeed a crucial task in ensuring the player to be motivated enough to keep playing until the game goal has been achieved. Various game development methodologies have been introduced for different types of games (genre, platform), which are available in their own specifications. Although there are many introduced methodologies which are currently practiced, studies show that customized phases and steps to develop mGBL applications are necessary. Henceforth, this paper proposes phases and main steps to be included in mGBL engineering model. This model is proposed intentionally for developing mGBL applications. A review on available mobile game development methodologies and an expert consultation to mobile game developers are conducted to identify the phases that are presently applied by developers to develop mobile games. Through this study, we analyzed and compared the diversity of the phases and steps involved in the current practiced methodologies

    App creation in schools for different curricula subjects - lesson learned

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    The next generation of jobs will be characterized by an increased demand for people with computational and problem solving skills. In Austria, computer science topics are underrepresented in school curricula hence teaching time for these topics is limited. From primary through secondary school, only a few opportunities exist for young students to explore programming. Furthermore, today's teachers are rarely trained in computer science, which impairs their potential to motivate students in these courses. Within the "No One Left Behind" (NOLB) project, teachers were supported to guide and assist their students in their learning processes by constructing ideas through game making. Thus, students created games that referred to different subject areas by using the programming tool Pocket Code, an app developed at Graz University of Technology (TU-Graz). This tool helps students to take control of their own education, becoming more engaged, interested, and empowered as a result. To ensure an optimal integration of the app in diverse subjects the different backgrounds (technical and non-technical) of teachers must be considered as well. First, teachers were supported to use Pocket Code in the different subjects in school within the feasibility study of the project. Observed challenges and difficulties using the app have been gathered. Second, we conducted interviews with teachers and students to underpin our onsite observations. As a result, it was possible to validate Pocket Codes' potential to be used in a diverse range of subjects. Third, we focused especially on those teachers who were not technically trained to provide them with a framework for Pocket Code units, e.g., with the help of structured lesson plans and predefined templates.Comment: 10 pages, 5 tables EduLearn 201

    Software development processes for games: a systematic literature review

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    This paper describes the methodology and results from a Systematic Literature Review (SLR) of the software processes used in game development. A total of 404 papers were analyzed as part of the review and the various process models that are used in industry and academia/research are presented. Software Process Improvement (SPI) initiatives for game development are dis-cussed. The factors that promote or deter the adoption of process models, and implementing SPI in practice are highlighted. Our findings indicate that there is no single model that serves as a best practice process model for game development and it is a matter of deciding which model is best suited for a particular game. Agile models such as Scrum and XP are suited to the knowledge intensive domain of game development where innovation and speed to market are vital. Hybrid approaches such as reuse can also be suitable for game development where the risk of the upfront investment in terms of time and cost is mitigated with a game that has stable requirements and a longer lifespan

    Evaluation method of experiential learning on MGBL

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    The use of smartphones and tablets among early childhood is increasing rapidly. Various types of applications are developed and designed specifically for early childhood. While most of them are built related to educational purposes. However, it is believed that a comprehensive evaluation method is needed to ensure that the educational game (MGBL) can give contribution, not only to user's enjoyment, but also to the learning process. By adopting Design Science Research approach, this research can provide a suitable evaluation method as the outcome to give solution for the current problem. Five phases will be carried out in this research, such as (i) awareness of problem, (ii) suggestion, (iii) development, (iv) evaluation, and (v) conclusion. Later, this evaluation method can be defined as a guideline to evaluate experiential learning on MGBL

    Interactive Jawi Learning Application on Mobile Device for Primary Students

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    Jawi is taught in school as one of the curriculum structure in Malaysia. However, the performance of students in writing and reading Jawi is very poor. Interactive Jawi Learning Application can become a creative medium of learning infused with educational and entertainment contents to encourage students to learn Jawi in enjoyable way. The project will utilize the use of smart phone capabilities combines with the game approach to create an interactive mobile game-based learning which enables the user to learn writing in Jawi that applied for primary school students‟ level. The objectives of the project are to design and develop a mobile game-based learning application for Jawi to grant mobility for primary students, and investigate the effectiveness of the mobile game-based learning application in facilitating the learning of Jawi. The project begins with data collection and analysis and proceeds to development of the mobile game-based application. The development of the application starts with, planning, and continue with project analysis, design and implementation. The finding on the effectiveness of the mobile game-based application is gathered through user testing and survey. From the result, this project has advantage to be a helpful learning aid in facilitating the learning on writing in Jawi

    Adapting learning theories in mobile game-based learning development

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    The learning experiences through mobile device can be expected from the learning activities and the mobile contents such as games and mobile applications. This paper presents an approach to develop a mobile game-based learning (mGBL) by adapting a review of learning theories and approaches. The review reveals a few characteristics that interconnected to the mGBL. In adapting the characteristics, mGBL is developed based on the concept of values in 1 Malaysia. The approach reveals that the mGBL is considered successfully developed. The main deliverables of this study are the mGBL characteristics mapped with learning theories and approaches, the mGBL application and the development stages. The developed mGBL has potential to be a learning tool and marketed since it seems unique to Malaysia. The development stages employed to the mGBL development were successfully implemented, simple to follow, and provided an easy guideline for developer to develop similar concept of mGBL

    Mobile Game-Based Learning (mGBL): Application Development and Heuristics Evaluation Strategy

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    Purpose – This article presents an approach to developing a mobile game-based learning (mGBL) application by adapting unified characteristics of learning theories and approaches. In addition, the study also identified the strategy to evaluate mGBL. Method – The study utilized the design research approach in information systems. The research methodology can be divided into five phases; (i) awareness of problem (ii) suggestion (iii) development (iv) evaluation and (v) conclusion. Findings – Unified characteristics of mGBL were identified. In adapting the characteristics, the mGBL application was developed based on the concept of values in 1Malaysia. To evaluate the mGBL, a heuristics evaluation strategy is proposed. The strategy consists of four components: Game Usability, Mobility, Game Play, and Learning Content. Each of the components represents the issues to be considered and evaluated for a mGBL. Value – The study provides intensive review of mGBL characteristics that can be useful and may be of interest to game developers. In addition the heuristics evaluation strategy is developed for evaluating the effectiveness of mGBL application

    Mobile Game-Based Learning (mGBL) Engineering Model

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    Mobile game-based learning (mGBL) is a game played on any handheld devices such as mobile phones. It is among the most recent growing research areas whereby its main aim is to use game play to enhance motivation in learning, engage in knowledge acquisition, and improve the effectiveness of learning activities through mobile environment. To fully utilize the potential of mGBL, researchers suggest looking at the most important part, which is the development methodology of mGBL. In relation to this, various game development methodologies have been introduced for different types of game genres and platforms. These methodologies propose different numbers of steps and activities; some focusing only on the learning design; some concentrating on the mobile technologies; and others on the complete life cycle. Although many game methodologies have been introduced, studies show that customized phases and steps to develop games for learning in mobile environment are substantially required. Therefore, the study discussed in this thesis addresses this gap by proposing an mGBL Engineering Model based on a number of games and learning theoretical and developmental foundations. In particular, the study identified the key steps of development methodology to be considered in developing mGBL applications which consist of phases, components, steps, and deliverables. In accomplishing this aim, a design science research methodology was adopted, comprising of five phases; (i) awareness of problem, (ii) suggestion, (iii) development, (iv) evaluation, and (v) conclusion. Subsequently, eight mGBL evaluation dimensions were put forward: visibility, complexity, compatibility, flexibility, clarity, effectiveness, manageability, and evolutionary. Model evaluation was conducted in three phases, namely; expert review, prototype development with heuristics evaluation, and experimental study. Generally, the proposed mGBL Engineering Model was well accepted by the experts contacted in this study. The model was also employed by a game company while developing an mGBL prototype. Here, the findings have implied that the model is useful to follow and it provides an easy guideline for fellow developers. In the experimental study phase, four learning or game methodologies; Analysis-Design-Development-Implementation- Evaluation, Input-Process-Output, Game Life Cycle, and mGBL Engineering Model; were studied and compared by 70 respondents. The findings have indicated that the proposed mGBL Engineering Model scored mean above 7.0 (out of 10) of all dimensions compared to the other three models (scored less than 7.0). The ANOVA results show that there are significant differences between all groups in six dimensions except complexity and compatibility. Although complexity and compatibility dimensions are not significantly different, the scores for the mGBL Engineering Model are higher than the other three models. All these results have demonstrated that the proposed mGBL Engineering Model exhibits useful development indicators for mGBL applications and is indeed a theoretical and practical contribution of the study. In addition, the other significant contributions are the eight evaluation dimensions together with the validated instrument. Furthermore, the artefact produced, which is the mGBL prototype is also a functional contribution

    Interactive Jawi Learning Application on Mobile Device for Primary Students

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    Jawi is taught in school as one of the curriculum structure in Malaysia. However, the performance of students in writing and reading Jawi is very poor. Interactive Jawi Learning Application can become a creative medium of learning infused with educational and entertainment contents to encourage students to learn Jawi in enjoyable way. The project will utilize the use of smart phone capabilities combines with the game approach to create an interactive mobile game-based learning which enables the user to learn writing in Jawi that applied for primary school students‟ level. The objectives of the project are to design and develop a mobile game-based learning application for Jawi to grant mobility for primary students, and investigate the effectiveness of the mobile game-based learning application in facilitating the learning of Jawi. The project begins with data collection and analysis and proceeds to development of the mobile game-based application. The development of the application starts with, planning, and continue with project analysis, design and implementation. The finding on the effectiveness of the mobile game-based application is gathered through user testing and survey. From the result, this project has advantage to be a helpful learning aid in facilitating the learning on writing in Jawi

    A framework for creating educational virtual escape rooms to teach computational thinking

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    Dissertation (MCom (Informatics))--University of Pretoria, 2022.Due to the looming Fourth Industrial Revolution, massive changes in occupations are predicted that will require a new set of skills from the next generation. As a result, educational systems are struggling to equip students with the right skills to thrive in the future. The Institute for the Future identified Computational Thinking as one of the essential skills that will be critical for success in the future workplace. Although there is no clear definition for computational thinking, many researchers have come to accept Wing’s definition as an approach to solving problems, designing systems, and understanding human behavior by drawing on concepts fundamental to computer science. However, integrating computational thinking into the curriculum remains an educational challenge. Escape room games could potentially aid in the development of computational thinking skills because they immerse learners in a narrative-based, problem-solving scenario. Nicholson defines an escape room as a live-action adventure game in which players find themselves locked in a room, or series of rooms, from which they must escape within a limited amount of time. This research study aims to illustrate a virtual escape room for teaching of computational thinking, reflect on its usefulness as a teaching tool, offer guidance on where to make improvements, and present a framework that educators can use to create their own virtual escape rooms. This research followed a Design-Based Research methodology that consisted of three iterative cycles. During the cycles, participants were given a pre-test before the virtual escape room and a post-test after the virtual escape room. Although the findings do not show a significant difference between the pre-test and post-test results, participants indicated that the experience with the escape room increased their motivation to learn more about computational thinking. This paper recommends that virtual escape rooms be investigated further since they could provide significant insight for learners in computational thinkingInformaticsMCom (Informatics)Unrestricte
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