5 research outputs found

    Avatar design types and user engagement in digital educational games during evaluation phase

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    Avatar design types can range from human representations to abstract representations. In digital educational games (DEGs), avatars are frequently used to encourage users to play the game. However, the role of avatar design types and their engagement in digital games are still unclear and empirically under research. Therefore, a bespoke digital educational game in geography was developed and validated by six expert users. Then forty-five users participated in the evaluation phase to investigate engagement and avatar types on digital educational games using the user engagement scale (UES). The results reported aesthetics and satisfaction factors somehow influenced the avatar design types, but none of the UES subscales was influenced by preferred avatar design types. Moreover, the human-cartoon avatar, which was not entirely human and cartoonish, was the most popular avatar design type among young adults. Other issues discussed for future developers and research included incorporating more avatar design selections into the study, integrating social interaction features into the game, using the same drawing style for avatars and provide easy access to the bespoke game during data collection

    Avatar design types and user engagement in digital educational games during evaluation phase

    Get PDF
    Avatar design types can range from human representations to abstract representations. In digital educational games (DEGs), avatars are frequently used to encourage users to play the game. However, the role of avatar design types and their engagement in digital games are still unclear and empirically under research. Therefore, a bespoke digital educational game in geography was developed and validated by six expert users. Then forty-five users participated in the evaluation phase to investigate engagement and avatar types on digital educational games using the user engagement scale (UES). The results reported aesthetics and satisfaction factors somehow influenced the avatar design types, but none of the UES subscales was influenced by preferred avatar design types. Moreover, the human-cartoon avatar, which was not entirely human and cartoonish, was the most popular avatar design type among young adults. Other issues discussed for future developers and research included incorporating more avatar design selections into the study, integrating social interaction features into the game, using the same drawing style for avatars and provide easy access to the bespoke game during data collection

    A Game Experience Scoring Approach on Digital Educational Games and Cognitive Styles Behaviour

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    Assessing game experience on Digital Educational Games (DEGs) can enhance knowledge on users behaviour and experiences. The growth and popularity for DEGs among the young continues to evolve therefore further studies remains required. This study investigated how game experiences were related to children’s cognitive styles (i.e., focused attention and interaction strategies) on DEGs. In this study, a game experience scoring approach was used to examine the cognitive styles. Preliminary results presented that the Working Area of the DEG influenced a child's game experience and the Distractor was less seen by children during the interactive sorting activity. Focus attention on the Working Area and Banner works closely together (p<.05) indicating that children revisit items for confirmations. As for game experience on interaction strategies, an enjoyable game experience can be achieved when a child practice structured gameplay that develops into attention and engagement. Overall this study expands the knowledge of objects in game design and human behaviour for young children in DEGs

    A review of multimedia usage in embryology education

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    Embryology, which is a part of anatomy curriculum, is well known to be most difficult to teach. Applied embryology is important in medical practice especially in obstetrics and gynecology. To support teaching embryology, a few multimedia methods have been introduced for the past twenty years, such as animations, two-dimensional illustrations, three-dimensional illustrations, movies, and video. Innovative anatomy teaching and learning technology, particularly in the embryology syllabus, dramatically boosts students’ understanding and interest while also indirectly simplifies anatomists’ job. Students are excited to be able to visualize the embryo changes at any gestational age from fertilization to fetus development. Students’ motivation is increased, and their comprehension and memorization are improved. In this review, we elaborate on the details of multimedia methods used for embryology teaching and learning as an alternative to traditional lectures and tutorials. The variety of approaches aids in reducing boredom and maintaining high levels of concentration. As a result, the multimedia usage is useful for long-term memorization

    Jawi using multi-maker augmented reality

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    This paper discussed the development of multi-maker augmented reality for learning Jawi in order to complement the formal study in school. We conducted an experiment with N=10 participants from Pusat Minda Lestari, UMS age 5 and 6 years old, to study the effectiveness of learning Jawi using the developed mobile augmented reality application. We prepared a test environment comprising an electroencephalography (EEG) system and mobile augmented reality (AR) application for analysis and testing. Results found that the learn ability of the students was improved after they used the mobile application to learn basic Jawi. The methodology used was ADDIE model, which included the analysis, design, development, implementation, and evaluate phases. This project is an innovation in learning Jawi and hopefully can increase the children’s interest in learning Jawi
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