60 research outputs found

    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

    Validation of mGBL engineering model using group treatment experimental study

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    A mGBL engineering model is proposed intentionally for developing mGBL applications and is outlined in this paper to provide novice developers with an integrated model with which they can approach more systematically the design and development of mGBL.The engineering model combines a game life cycle based on iterative prototyping and learning model, with supporting activities drawn from sources of best practice in mobile game development.This paper describes an experimental study involving the implementation of the proposed model with a group of undergraduate students who are taking Game Application Development course. The results indicate that the proposed model was practical and workable in developing mGBL applications compared to other models

    Decisional guidance for computerised personal decision aid (ComPDA)

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    Recently, the existence of many computerized decision aids which support personal decision making have drawn massive attention to study how these aids really help the decision makers.Helping decision maker makes a particular decision has always been the major aim of decision aids.However, designing an effective decision aid is more than meet the eyes.Guidance portion of the interface design in decision aid cannot be taken lightly as it can influence the outcomes.This study acknowledges the needs to make sure the design of personal decision aids adhere to systematic investigation to achieve the sole goal of a ComPDA.In this paper eight ComPDAs were identified and comparedto extract the decisional guidance components for ComPDA. Accordingly, comparative analysis of the tools is further explained and illustrated

    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

    Artificial intelligence support for knowledge management in construction

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    The deployment of Artificial Intelligence (AI) tools and techniques to various problem domains in organisation has been steady since their introduction.On the other hand, knowledge management is an innovative approach which is increasingly seen as a source of competitive advantage.This study attempts to investigate the use of established and proven AI tools and techniques in supporting end-users of knowledge management systems through more efficient elicitation and representation of corporate knowledge.Case studies are used to show the situations of knowledge management systems in the construction organisations.From the results of the case studies, this paper attempts to show the usefulness of deploying AI tools and techniques in capturing and representation knowledge in the context of the construction industry

    Mobile game-based learning with local content and appealing characters

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    Although various game design models and development methodologies have been proposed by a number of researchers and are made available in different genre of games, the literatures reveal that (i) the development methodology to produce mobile game-based learning (mGBL) structurally is highly scarce, (ii) most of mobile game methodologies exclude the instructional design (ID) models for developing game-based learning (GBL) and (iii) some design restrictions and aspects that should be considered when developing game on mobile platform are not clearly specified in the existing methodologies and models.Thus, by adopting design research paradigm, this study proposes a mGBL development methodology that incorporates ID models and structured processes.In accomplishing this main aim, specific objectives are also formed: (i) to construct a conceptual model of mGBL development methodology that incorporates structured processes and related ID models, (ii) to verify the proposed development methodology through expert review, (iii) to measure the playability of a game developed based on the mGBL development methodology.In determining whether the proposed mGBL development methodology is workable or not, 5 expert review sessions were conducted which indicated that they believed the methodology to be feasible, usable, useful, effective and efficient for its purpose.This provides an alternative for developers to adopt a methodology when developing a mobile game used for learning purposes.The validation is further supported by an experimental study through a heuristics evaluation study, where 64 respondents played the game and answered an instrument at the end of the play sessions. The mGBL was evaluated with respect to four dimensions: game usability, game mobility, game play, and learning content.All these dimensions made up the playability measure, which was counted to be 4.025 (out of 5) indicating a high value.In general, this study contributes to game design area, where a mGBL development methodology is proposed. It also produces an award winner 1’Msia game prototype for the pleasure of the community

    Heuristics evaluation strategy for mobile game-based learning

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    Evaluation of learning media is necessary for determining the effectiveness of the produced media. When evaluating mobile game-based learning (mGBL), conventional usability heuristics evaluations lack comprehension and difficult to be directly implemented. Therefore, heuristics evaluation strategy is proposed to evaluate specifically for mGBL. 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 mGBL. Additionally, in this study, a prototype of mGBL was developed and evaluated by utilizing the proposed strategy. The results indicate that the strategy is useful and potential to be implemented for similar mGBL applications

    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

    eInfoC mobile payment model and WAP site prototype for sales of ebooks

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    In this paper, we describe the process flow model in implementing mobile payment (mPayment) as the payment method for buying eBook. The model serves as a diagramatic representation of the processes that are involved. In addition, the WAP site features to browse eBook are also identified and produced to enable eBook Providers to market their products via mobile phones. Our study is based on and centred around an Electronic Information Centre (eInfoC) proposed and developed by researchers at Universiti Utara Malaysia

    Exploring digital comics as an edutainment tool: An overview

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    This paper aims t oexplore the growing potential of digital comics and graphic novels as an edutainment tool.Initially, the evolvement of comics medium along with academic and commercial initiatives in designing comicware systems arebriefly discussed. Prominent to this study, the methods and impact of utilizing this visual media with embedded instructional content and student-generated comics in classroom setting are rationallyoutlined.By recognizing the emerging technologies available for supporting and accelerating educational comic development, this article addresses the diverse research challenges and opportunities of innovating effective strategies to enhance comics integrated learning across disciplines
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