2013
DOI: 10.11113/jt.v63.1998
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Merging of Game Principles and Learning Strategy using Apps for Science Subjects to Enhance Student Interest and Understanding

Abstract: The popularity of digital games is undeniable. There are numerous studies on digital games based learning (DGBL) which demonstrate the increased interest in digital games among students. Conversely, there has been a significant decline of interest in learning science. DGBL merges principles and strategies from the game and education fields. It is believed the combination of these two fields would enhance interest in learning science as well as assist students to understand highly conceptual subjects such as Ch… Show more

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Cited by 9 publications
(8 citation statements)
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“…The purpose is to make the learning content more interesting and engaging and to motivate learners throughout all elements of game-design [ 38 ]. Studies [ 6 , 13 , 17 , 19 , 22 , 28 - 30 , 39 , 40 ] indicate that several universal design attributes need to be incorporated into educational games such as learning theory, learning strategy, pedagogy, learning content, and game characteristics such as value integration. For STEM digital games, STEM learning content is a more suitable term representing the learning content attribute.…”
Section: Input As Digital Game Developmentmentioning
confidence: 99%
See 1 more Smart Citation
“…The purpose is to make the learning content more interesting and engaging and to motivate learners throughout all elements of game-design [ 38 ]. Studies [ 6 , 13 , 17 , 19 , 22 , 28 - 30 , 39 , 40 ] indicate that several universal design attributes need to be incorporated into educational games such as learning theory, learning strategy, pedagogy, learning content, and game characteristics such as value integration. For STEM digital games, STEM learning content is a more suitable term representing the learning content attribute.…”
Section: Input As Digital Game Developmentmentioning
confidence: 99%
“…Game designers and developers often collaborate with teachers and experts to construct good instructional games for STEM learning as a universal product. This type of pedagogical approach is known as digital game-based learning [ 4 ] or STEM digital game-based learning [ 5 , 6 ].…”
Section: Introductionmentioning
confidence: 99%
“…Rangkaian Frog VLE berfungsi sebagai asas kepada pembinaan platform pembelajaran maya yang dapat digunakan oleh guru, murid, dan ibu bapa untuk berkongsi sumber pembelajaran, melaksanakan pembelajaran secara interaktif, dan berkomunikasi secara maya (KPM, 2013). Tambahan pula penggunaan ICT dikenal pasti sebagai langkah terbaik untuk menghadapi kerumitan mata pelajaran sains (Nazirah et al, 2013). Chew, Lim & Shuki Osman (2015), menjalankan kajian mengenai keperihatinan guru sains dan matematik sekolah rendah berhubung dengan Lesson Study.…”
Section: 40 Kajian-kajian Penggunaan Ict Dalam Pengajaran Dan Pemudahcaraan Sainsunclassified
“…As the findings of studied by Radovic, Maric & Passey [35], Eyyam & Yaratan [15], Clarebout et al [10], Gurbin [21], Smith, Shin, Kim & Zawodniak [41] and Borba et al [5], have reported that the results of the technology integration and improvement of traditional approach has influenced and had a significant impact on student achievement. According to Mistretta [28], Mat Sina, Talib & Norishaha [26], Brakoniecki, Amador & Glassmeyer [6] and Gurbin [21], most technology products are widely applied and used in learning, such as gadgets like tabs and smartphones, learning aids likes graphic-scientific calculators, web-based, apps, internet-based and more. According to Mistretta [28], teachers who pursue training in the field of teaching with technology are found to be more interested in modifying teaching and are highly motivated to integrate technology in producing teaching and learning activities.…”
Section: Introductionmentioning
confidence: 99%
“…Schraw & Moshman [37] suggest that learning activities that help students manage their metacognitive impairment are most effective in improving students' understanding. Mat Sina, Talib & Norishaha [26] argue that, with the help of appropriate technology, teaching design will have a greater impact on student motivation, engagement and achievement. Based on these statements, researchers take the initiative to restructure and develop entrepreneurship activities by injecting technology elements to better impact on students' cognitive and metacognitive aspects and can be used as an active learning medium to positively impact students' mastery of mathematics concepts.…”
Section: Introductionmentioning
confidence: 99%