5 research outputs found

    Development and Field Testing of a MALL for Filipino with a Reusable Framework for Mobile-Based Drills

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    This paper describes the development and field testing of Ibigkas! Filipino, a mobile game that exercises learners’ fluency in identifying synonyms (kasingkahulugan) and antonyms (kasalungat) in the Filipino language. Twenty-four students from Grades 4, 5, and 6 were invited to play and answer comprehension tests to determine whether the game helped them improve their understanding of the content. Self-report questionnaires assessed the extent to which they enjoyed it. Additionally, three teachers were invited to a focus group discussion (FGD) to gather their insights about the game and how they may use it in their classes. Self-report feedback from students showed the game was fun, interesting, and sufficiently challenging. A significant increase in the post-test comprehension scores of the Grade 4 participants was found. This shows the potential of the game to make learning fun while helping realize learning goals. Teachers indicated they can use the game to supplement their Filipino classes and that the students will be receptive to the idea of utilizing a game for learning

    Development and Field Testing of a Narrative-Centered Digital Game for English Comprehension

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    This paper describes the development and field testing of Learning Likha: Rangers to the Rescue, a narrative-centered, mobile-based digital game for practicing English comprehension. Twenty-seven (27) student participants from Grades 4, 5, and 6 were invited to play the game and answer a comprehension test to determine their level of understanding of the game’s contents. Self-report questionnaires were also used to assess the extent to which they enjoyed playing the game. Three (3) teachers were likewise invited for a focus group discussion (FGD) to gather their insights about the game and how they may use it in their classes. Student’s self-reported feedback indicated they found the game fun, interesting, and sufficiently challenging. Post-test comprehension scores were generally good. Younger participants scored lower than their older peers but the differences were found to be not significant. Teachers indicated the game has the potential to be used as a supplement for their classes and that their students would enjoy playing it

    For People and Planet: Teachers’ Evaluation of an Educational Mobile Game and Resource Pack

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    For People and Planet: An SDG Adventure refers to a freely available Android-based narrative adventure game and teacher resource pack that helps learners see the United Nations Sustainable Development Goals (SDGs) in their day-to-day lives. In this paper, we describe the results of an evaluation of both the game and the resource pack by eight (8) middle school teachers. After playing the game and reading the resource pack, teachers gave their feedback about what they liked best and least about the materials, how they could use these resources for their classes, and how these resources could be improved further. Overall, teachers’ feedback was positive. They complemented the game’s visuals and sound design and appreciated the game’s contextualization. They affirmed the relevance of the game’s contents to their lessons and the usefulness of the teacher resource pack as it provided them with notes, additional activities, and sample assessments. They gave some useful suggestions such as the need for more visual cues within the game and tutorials for the mini-games, and glossary of terms for the teacher resource pack. The game and resource pack underwent some revision following the feedback of the teachers. Performing the user test was essential to ensuring the quality of the game and the resource pack, and to increase the probability that the game will actually be used in schools

    Let’s Build a City: A Sustainable City Building Clicker Game

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    This paper describes the design, development, and testing of Let\u27s Build a City, a sustainable city-building clicker game for college students required to take courses in natural sciences as part of their core curriculum. It is meant as a teaching module on how excessively aggressive building, expansion, and consumption of resources leads to the overall downfall of the city and surrounding area. The game leads the player into depleting the natural environment for the sake of points, showcasing how easy it is to tunnel-vision into chasing progress and the irreparable damage doing so could cause. During the post-game processing with the testers, feedback was highly positive in terms of gameplay and delivering the intended message

    A RECIPE for Teaching the Sustainable Development Goals

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    Every individual is responsible for sustainable development and therefore awareness of sustainability should begin at a young age, when mindsets and habits are formed. One form which sustainability education takes is computer-based games. We describe how we used Nicholson’s Meaningful Gamification framework to design For People and Planet: An SDG Adventure, a narrative-based adventure game that teaches middle school children about the United Nations Sustainable Development Goals. In this paper, we describe the framework’s six elements--play, exposition, choice, information, engagement, and reflection--and show how our design choices align with these elements
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