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Author name: Laili Farhana Md Ibharim &
Maizatul Hayati Mohamad Yatim
Abstract ID:AIMC-2017-SSH-187
Introduction
Problem: The use of project based approach in
the classroom is challenging given the relatively large
class size (typically numbering more than 35 students
per class), time limitation, and lack of suitable facilities
(Omar & Bakar, 2013)
Objective: To study about digital games
design activity using tablet in the classroom in term
of student’s acceptance, activity’s suitability and
implication.
Gamification Approach in Game Design
Activity
 Teaching and learning process more enjoyable and efficacious (Froebel cited in
Resnick, 2007).
 Active learning involving cooperative and interactive learning (Ibharim & Yatim,
2015).
 Helps induce a creative process that can have a huge impact on their
intellectual development and attitudes toward learning (Baytak et al., 2011;
Lim, 2008; Prensky, 2008).
 Children to become creative and independent (Ibharim & Yatim, 2014; Neo &
Neo, 2013).
 Children are able to enhance their thinking skills and technological expertise
(An, 2014).
 New learning approach based on the design and development of educational
digital games - Child-Centered Game Development (Moser, 2013).
Children as A Game Designer
The role of children in the new
technology (Ibharim & Yatim, 2015)
adapted from Druin (2002)
One of the methods to
transform games into a potent
learning tool is gamification,
which is an approach that
utilizes the “entertaining”
element in such a way that
engages students in learning
(Kapp, 2012).
Methodology
• Participant
observation.
• Semi-structured
interview.
• Data analysis-
triangulation &
thematic analysis
Qualitative
• 20 (10 girls and 10
boys).
• Year Four.
• 10 years old -
Concrete Operation of
the Cognitive
Development Theory.
Participant
• Observations &
interviews checklist
• Student’s acceptance.
• The suitability and
implementation of
game design activity.
• The implication of
game design activity.
Instrument
Methodology
Testing Procedure of the Digital Games Design Activities in Classroom
Day
GMP Model
(Stage)
Activity and Duration
First
Topic exploration
Induction set and tutorial session (30
minutes)Knowledge
acquisition
Second
Goals setting Planning session and brainstorming of
ideas (20 minutes)
Contents creation
Development of digital design (30
minutes)Components
synthesis
Peer survey Sharing session with peers and
assessment by the teacher (5
minutes for each group)
Methodology
The acceptance of students to the implementation of gamification
through game design activity require the support of literacy
competence of teachers on learning approach, skill, knowledge,
and technology.
The suitability and implementation of digital games design
activities in the classroom can be enhance with a proper teaching
preparation planning guideline
The Procedure of the Digital Games Design Activities in Classroom
The Procedure of the Digital Games Design Activities in Classroom
(continue)
The implication of design activities in the classroom environment
Student
• become good designers -skills,
creativity, and talent.
• can attain the highest cognitive
development level of the
Bloom’s cognitive taxonomy –
creating.
• can improve their knowledge
and technology literacy.
Teachers
• can improve their creativity,
skills, and competency.
• can diversifying their teaching
method.
• Gamification can support
cognitive and constructivist
approach.
• Each design had its own
uniqueness in terms of
realistic display and
discernible storytelling.
• The activity can help nurture
a new generation of children
that is highly skillful,
creative, innovative, and
competitive game designer.
Conclusion
 Gamification concerning the learning theories, learning styles, and
teaching techniques - more relevant to the 21st century learning.
 Game design activity may encourage students become motivated,
independent, and creative in solving problems.
 This study demonstrates that embedding digital games design
activities into the learning process will be able to create a learning
environment that helps improve students’ knowledge, skills, and
motivation to learn.
Digital Game Design Activity: Implementing Gamification with Children in the Classroom

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Digital Game Design Activity: Implementing Gamification with Children in the Classroom

  • 1. Author name: Laili Farhana Md Ibharim & Maizatul Hayati Mohamad Yatim Abstract ID:AIMC-2017-SSH-187
  • 2. Introduction Problem: The use of project based approach in the classroom is challenging given the relatively large class size (typically numbering more than 35 students per class), time limitation, and lack of suitable facilities (Omar & Bakar, 2013) Objective: To study about digital games design activity using tablet in the classroom in term of student’s acceptance, activity’s suitability and implication.
  • 3. Gamification Approach in Game Design Activity  Teaching and learning process more enjoyable and efficacious (Froebel cited in Resnick, 2007).  Active learning involving cooperative and interactive learning (Ibharim & Yatim, 2015).  Helps induce a creative process that can have a huge impact on their intellectual development and attitudes toward learning (Baytak et al., 2011; Lim, 2008; Prensky, 2008).  Children to become creative and independent (Ibharim & Yatim, 2014; Neo & Neo, 2013).  Children are able to enhance their thinking skills and technological expertise (An, 2014).  New learning approach based on the design and development of educational digital games - Child-Centered Game Development (Moser, 2013).
  • 4. Children as A Game Designer The role of children in the new technology (Ibharim & Yatim, 2015) adapted from Druin (2002) One of the methods to transform games into a potent learning tool is gamification, which is an approach that utilizes the “entertaining” element in such a way that engages students in learning (Kapp, 2012).
  • 5. Methodology • Participant observation. • Semi-structured interview. • Data analysis- triangulation & thematic analysis Qualitative • 20 (10 girls and 10 boys). • Year Four. • 10 years old - Concrete Operation of the Cognitive Development Theory. Participant • Observations & interviews checklist • Student’s acceptance. • The suitability and implementation of game design activity. • The implication of game design activity. Instrument
  • 6. Methodology Testing Procedure of the Digital Games Design Activities in Classroom Day GMP Model (Stage) Activity and Duration First Topic exploration Induction set and tutorial session (30 minutes)Knowledge acquisition Second Goals setting Planning session and brainstorming of ideas (20 minutes) Contents creation Development of digital design (30 minutes)Components synthesis Peer survey Sharing session with peers and assessment by the teacher (5 minutes for each group)
  • 8. The acceptance of students to the implementation of gamification through game design activity require the support of literacy competence of teachers on learning approach, skill, knowledge, and technology.
  • 9. The suitability and implementation of digital games design activities in the classroom can be enhance with a proper teaching preparation planning guideline The Procedure of the Digital Games Design Activities in Classroom
  • 10. The Procedure of the Digital Games Design Activities in Classroom (continue)
  • 11. The implication of design activities in the classroom environment Student • become good designers -skills, creativity, and talent. • can attain the highest cognitive development level of the Bloom’s cognitive taxonomy – creating. • can improve their knowledge and technology literacy. Teachers • can improve their creativity, skills, and competency. • can diversifying their teaching method. • Gamification can support cognitive and constructivist approach. • Each design had its own uniqueness in terms of realistic display and discernible storytelling. • The activity can help nurture a new generation of children that is highly skillful, creative, innovative, and competitive game designer.
  • 12. Conclusion  Gamification concerning the learning theories, learning styles, and teaching techniques - more relevant to the 21st century learning.  Game design activity may encourage students become motivated, independent, and creative in solving problems.  This study demonstrates that embedding digital games design activities into the learning process will be able to create a learning environment that helps improve students’ knowledge, skills, and motivation to learn.

Editor's Notes

  1. The main contribution of this study is to observe how the intention determinants will act differently in different condition (adoption stages)
  2. The main contribution of this study is to observe how the intention determinants will act differently in different condition (adoption stages)
  3. The main contribution of this study is to observe how the intention determinants will act differently in different condition (adoption stages)
  4. The main contribution of this study is to observe how the intention determinants will act differently in different condition (adoption stages)
  5. The main contribution of this study is to observe how the intention determinants will act differently in different condition (adoption stages)
  6. The main contribution of this study is to observe how the intention determinants will act differently in different condition (adoption stages)
  7. The main contribution of this study is to observe how the intention determinants will act differently in different condition (adoption stages)