Utilizing serious games as teaching aid can stimulate students’ interest in learning and enhancing students’ understanding of STEM learning. The use of serious game on learning analytics for STEM learning provides assessment data to measure students’ performances and achievements of predefined learning outcomes. While numerous researches on learning analytic in serious games have been conducted, studies on their association with STEM learning are scarce. Past studies also indicate that teachers use serious games in teaching but yet to utilize serious games as assessment tools. This situation leads to the need of developing a conceptual model of learning analytics in serious games for STEM education (APPS-STEM). The conceptual model was initially developed through the focus group approach and literature review to examine the learning metrics of serious games, which is appropriate for STEM learning before being verified by experts. Based on the result from expert review, the conceptual model of APPS-STEM contains nine themes, namely effectiveness, problem-solving thinking and creativity, flexibility, key stakeholders, emotions, serious game design, curriculum profiles, learning profiles, and target user norms. This conceptual model is expected to serve as a guide for stakeholders to implement learning analytics in serious games design for STEM learning. Further study will be the development of serious game prototypes to determine the effectiveness of the APPS-STEM model in the STEM learning paradigm.
This study aims to depict how academic expert evaluation was conducted to develop a rubric for measuring children's 21 st century skills when designing digital games. The 21 st century skills that are related to game design are i) learning skills and innovation; ii) information, media and technology skills; and iii) life and career development skills. The rubric was developed based on cognitive, psychomotor and affective domains of learning. Six academic experts in the field of children's education, educational measurement and educational technology for children were recruited as evaluators of this rubric. Cohen's Kappa Coefficient formula was used to validate the results. The finding showed that each skill level should measure analytically and specifically based on game design activity. Researchers also found that children's skill can be enhanced by adopting the concept of digital game-based learning (DGBL), especially through game design activity. The rubric of children's skills would be essential in learning and teaching process in the future to produce a generation of knowledgeable, and skilled children while developing holistic personality accordance to the 21 st century education.
To assist learning, preparation of suitable learning material is recommended along with a blended learning approach. Educational videos could be considered as a tool that can be adapted. This study aimed to develop educational videos for three (3) selected topics in Digital Illustration course offered to FirstYear Multimedia undergraduate students. ADDIE instructional design model was used to develop those educational videos. This study started with choosing a topic, designing storyboards, developing videos, uploading prototype videos to Google Drive for evaluation purposes, and conducting a usability evaluation on selected respondents. Finding from the user testing showed it was ascertained that the students agreed to use videos to enhance their understanding in selected topics in the Digital Illustration course. There should be continuous improvement in the educational videos specifically in including additional content to further enhance the videos.
Mobile technology enables the creation of mobile applications to assist learning. However, integrating the most appropriate mobile applications as an assistive technology for dyslexic students is challenging for teachers if they are unprepared with sufficient knowledge. This preliminary study aimed to understand the acceptance and readiness of mobile learning integration among teachers of dyslexic students. The study was a qualitative study, which involved one selected mobile application to be evaluated by four selected teachers. Teachers had been interviewed. Interestingly, the teachers showed positive attitude in acceptance and readiness of using mobile application in class, with condition it suits dyslexic students learning needs. They believe using appropriate mobile application can support learning. Following this study, more studies will be conducted to evaluate the effectiveness of abundant implementation towards mobile learning by teachers of dyslexic learning.
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