This game is based on Logic Gates that invented by Walther Bothe in 1924 and improvised by Konrad Zuse (from 1935 – 1938). This game is a simple method for a student that try to learn in Logic Gates, an educational game with futuristic adventure. The only way for the player to save the digital world in this game by using Logic Gates, with Logic Gates formulas the player can make the power connection on the circuit to the digital world engine. Without knowing how Logic Gates functional will make the player losing the power for the engine to the digital world. 7 Gates Digital World is a complex genre game. The main genre for this game absolutely is an Educational Game. Although, the game developer made a complex genre for this educational game. Puzzle include in this game combined with platforms games style the player must collect all the switches in confusion platform map to go through the next portal to the next level. Educational genre in this game giving the content level completely based on the level of understanding and give the player to memorize every gates formula.
Online games are currently popular among teenagers as a way to entertain their time and having fun. Some claimed that by playing games could enhance learning ability, improved focus and attention, treat depression, less anti-social and many more. However, playing games could also become an addiction where some might involve with physical and health problems. This paper investigated gender-based students’ perceptions on playing games with their daily life. The perceptions study was developed based on ten items that related to students’ daily task. This study is also to identify the most popular game genres and genre-gender based preference from twelve game genres listed in this study. The data were collected among 116 students from Diploma in game design and development course offered by Faculty of Arts, Computing & Creative Industry at Sultan Idris Education University (UPSI), Malaysia. The results showed that majority of the students perceived themselves as love to play games however percentage of male students are higher than female students. The mean analyses also showed the highest score from ten (10) tasks is ‘meet new friends’ and this also the highest mean for both genders. The result also showed that ‘Adventure’ game genre is the most popular game genre among both gender while ‘music/dance’ genre is the least popular genre for male but the third popular game genre for female.
This game is made with purpose to educate student in terms of mathematical skill combined with fun adventure game. The target audience is the students should be primary-school (10-13 years old). This is an educational game and made on purpose to create a difference method to present solving a mathematical problem to the audience. The user will play a game where the character is chased by a dog and must avoid obstacles such as river. In each level of the game, the user must find a door in which they must solve the mathematical question as pass code. Successful in solving the mathematical question will bring user to another level. This game is made with 3 level and must be completed within 1 minute. This game can be used as a tool for learning. The level of mathematical questions is simple mathematical quiz, designed with objective to teach early age students.
This study aims to see the extent of the attitude of Form 6 students towards the subject of Economics in three secondary schools in the district of Segamat, Johor. The study was conducted using a questionnaire of 50 items with six-dimensional aspects, namely perceptions of economics teachers, concerns about economics, the importance of economics in society, self-concept in economics, fun in economics, and motivation in economics. Questionnaire data were analyzed using Statistical Package for the Social Science (SPSS) version 25.0. The findings of the study showed that the respondents have a positive attitude towards the perception of Economics teachers with a mean score of 3.93 with a standard deviation of 0.59. Similarly, the positive attitude of the respondents towards the importance of Economics in society with the highest mean score of 3.94 with a standard deviation of 0.56. Other aspects of the respondents' attitude showed a moderate attitude, namely students' anxiety towards the subject of Economics with a mean of 2.37, self-concept with the subject of Economics with a mean of 3.42, students' enjoyment with the subject of Economics with a mean of 3.15 and student motivation towards the subject of Economics with a mean of 3.14. The overall findings of the study showed that the respondents showed a moderate attitude towards the subject of Economics, that is, the average overall mean score was 3.32 with a standard deviation of 0.73. Although not showing a negative attitude, but most of the respondents did not show a positive attitude towards the subject of Economics. The lowest aspect of moderation is students' anxiety about the subject of Economics.
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