DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGNijma
Today’s Alpha generation have high competency playing digital games. This privileged ability demands
creativity in terms of cognitive and higher order thinking skills when it comes to designing and developing
digital games. Therefore, this study aims to delineate the process of developing a rubric to measure
primary school children’s (age 7 to 12) creativity when creating games as a digital game designer. The
constructs of the rubric were enthused by Torrance Creativity Theory which highlighted on originality,
fluency, flexibility and elaboration that adapted to fit the concept of the game design process. The
development of the rubric underwent three distinctive phases; i) library research; ii) feasibility study; and
iii) expert evaluation. Cohen’s Kappa Coefficient formula was used to validate with average value κ =
.81 (excellent) and the reliability was measured by Cronbach’s Alpha formula with value α = .88
(excellent). Researchers found that by adopting the concept of game-based learning specifically through
game design activity, children’s creativity was significantly enhanced. The rubric of children’s creativity
would be essential for sustainable performance of quality education to produce a generation of critical
thinkers, problem solvers while celebrating children’s uniqueness and diversity in line to develop creative
personality towards digital generation.
Development of interactive instructional model using augmented reality based ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
(2The ten experts have evaluated the model and commented that the developed model showed high
suitability.
The Digital Learning Environments to Promote Information Literacy in Higher ...Anucha Somabut
The 23rd International Conference on Computers in Education (ICCE 2015)
November 30, 2015 (Monday) to December 4, 2015 (Friday)
The First World Hotel, Hangzhou, China
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGNijma
Today’s Alpha generation have high competency playing digital games. This privileged ability demands
creativity in terms of cognitive and higher order thinking skills when it comes to designing and developing
digital games. Therefore, this study aims to delineate the process of developing a rubric to measure
primary school children’s (age 7 to 12) creativity when creating games as a digital game designer. The
constructs of the rubric were enthused by Torrance Creativity Theory which highlighted on originality,
fluency, flexibility and elaboration that adapted to fit the concept of the game design process. The
development of the rubric underwent three distinctive phases; i) library research; ii) feasibility study; and
iii) expert evaluation. Cohen’s Kappa Coefficient formula was used to validate with average value κ =
.81 (excellent) and the reliability was measured by Cronbach’s Alpha formula with value α = .88
(excellent). Researchers found that by adopting the concept of game-based learning specifically through
game design activity, children’s creativity was significantly enhanced. The rubric of children’s creativity
would be essential for sustainable performance of quality education to produce a generation of critical
thinkers, problem solvers while celebrating children’s uniqueness and diversity in line to develop creative
personality towards digital generation.
Development of interactive instructional model using augmented reality based ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
(2The ten experts have evaluated the model and commented that the developed model showed high
suitability.
The Digital Learning Environments to Promote Information Literacy in Higher ...Anucha Somabut
The 23rd International Conference on Computers in Education (ICCE 2015)
November 30, 2015 (Monday) to December 4, 2015 (Friday)
The First World Hotel, Hangzhou, China
Teknologi telah berkembang. Cara kita bekerja, bermain bahkan belajar telah berubah. Begitupun mahasiswa di era industri 4.0 pada abad 21 ini. BERUBAH. IPK 4,2 saja tidaklah cukup. Harus memiliki soft skills yang dipentingkan di abad 21.
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...EvaniaYafie
There is a growing body of evidence supporting the many connections between cognitive competence and game
edutainment. This article defines the cluster of concepts related to pretend game and cognition and briefly synthesizes the
latest research on the role of such play in children's cognitive and naturalistic intelligence. Edutainment games are a game
that includes rules, student guides in practice, awards as a form of appreciation. The combination of interactive multimedia
with edutainment games to reduce the weaknesses of each method and media. Multimedia learning can be used to explain
games in edutainment games so childreneasy to understanding the command, as well as can be used as media to increase
motivation and enthusiasm of children. Game edutainment game utilizes classroom and outdoor especially in the park so it
is expected to increase naturalistic intelligence. The purpose of this research is for the development of Edutainment Game
Combined with Multimedia Learning which has the level of validity, 2) to overcome the effects of Edutainment Game
Combined with Multimedia to Increase Cognitive and Naturalistic Intelligence At 5-6 Year Kindergarten. The research
method is research and development (R&D. The development model adopts the Borg and bile model. This research takes
place in TKNBI Tlogowaru Malang. Data analysis used is descriptive model for model validity test and t test to analyze
model affectivity. The results showed media and method with the level of expert media expertise of 89%, material experts
by 91%. The effectiveness test also shows a model of Combined Edutainment With Effective Multimedia Learning In To Improve Cognitive And Naturalistic Intelligence In 5-6 Year TK
Computational thinking and making in the age of machine learningHenriikka Vartiainen
Vartiainen, H. & Tedre, M. (2019). Computational thinking and making in the age of machine learning - and its challenges to Design and Technology education. Presentation in
NordFo Make&Learn Conference, 18.9.2019 Gothenburg.
This Learnovate Centre (http://www.learnovatecentre.org) presentation was delivered at the iGBL 2013 symposium on June 6th 2013. The presenter was Neil Peirce and the presentation was based on a research report published by the centre. The full report is available at: http://www.learnovatecentre.org/research-report-digital-game-based-learning-for-early-childhood/
ICT does not automatically add quality. There is however, growing evidence that ICT application to the core business of education can
accelerate and improve learning on a number of fronts. It can also provide the means of gathering, connecting and analysing data about
teaching and learning in ways that enable us to more accurately diagnose student need and evaluate programs. To apply ICT in these ways requires changed approaches by educators. This paper looks at the contribution that ICT can make to quality in teaching, learning and evaluation through improvements
This research explores the rationale behind the utilisation of electronic games in education. A qualitative research sheds light on the students’ opinions and perceptions toward the use of serious games in-class. Semi-structured, face-to-face interview sessions among secondary school students suggest that they are acquiring relevant academic knowledge and competences, as the reap motivational and emotional benefits from these learning games. The students reported that their engagement with these games has improved their critical thinking and helped them make evaluative decisions to solve problems. Generally, students were capable of developing their interpersonal skills as they have actively collaborated in teams. On the other hand, there were a few students who were not perceiving the usefulness and the ease of use of playing serious games at school. This study postulates that the research participants possessed different skill-sets as they exhibited different learning abilities. In conclusion, this paper opens-up some avenues for future research in this field of study.
Gamification can make learning more fun and engaging for students. Software engineering can utilize gamification to help students learn and improve their skills from the complexity of software engineering. This study used quantitative research to examines perceived ease of use, student satisfaction, and perceived usefulness to measure gamification quality, which can have an impact on software engineering intention, namely intention, loyalty, and participation in following and understanding software engineering materials. The data was collected based on an online questionnaire survey, 90 data were collected and then measured and analyzed using SmartPLS 3. The results showed that perceived ease of use, student satisfaction, and perceived usefulness have a significant influence on gamification quality, which also leads to a positive impact on software engineering intention. This research guides teachers and educational institutions that gamification is very successful as a learning medium to simplify complex information to be more interactive.
CREATIVITY OF STUDENT AS A GAME DESIGNER: AN EXPLORATORY STUDYijma
ABSTRACT
Technological acceleration and educational gameplay response among community educators, students and communities today are seen to nurture creativity in line with 21st century educational needs. Thus, the purpose of this study is to analyse the element of creativity of the students who act a sa designer in the process of board game design. This study focuses on four aspects of creativity namely originality, flexibility, fluency and elaboration. The research design is quantitative using observation method to obtain a thorough findings. The data were collected through a checklist involving 32 secondary school students in Kinta district. The findings of this study show that students are able to produce games based on their own creativity that possesses elements of originality, flexibility, fluency and elaboration. As a conclusion, this research shows that students are not only playing, but they are also able to generate an open mind while playing games.
Teknologi telah berkembang. Cara kita bekerja, bermain bahkan belajar telah berubah. Begitupun mahasiswa di era industri 4.0 pada abad 21 ini. BERUBAH. IPK 4,2 saja tidaklah cukup. Harus memiliki soft skills yang dipentingkan di abad 21.
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...EvaniaYafie
There is a growing body of evidence supporting the many connections between cognitive competence and game
edutainment. This article defines the cluster of concepts related to pretend game and cognition and briefly synthesizes the
latest research on the role of such play in children's cognitive and naturalistic intelligence. Edutainment games are a game
that includes rules, student guides in practice, awards as a form of appreciation. The combination of interactive multimedia
with edutainment games to reduce the weaknesses of each method and media. Multimedia learning can be used to explain
games in edutainment games so childreneasy to understanding the command, as well as can be used as media to increase
motivation and enthusiasm of children. Game edutainment game utilizes classroom and outdoor especially in the park so it
is expected to increase naturalistic intelligence. The purpose of this research is for the development of Edutainment Game
Combined with Multimedia Learning which has the level of validity, 2) to overcome the effects of Edutainment Game
Combined with Multimedia to Increase Cognitive and Naturalistic Intelligence At 5-6 Year Kindergarten. The research
method is research and development (R&D. The development model adopts the Borg and bile model. This research takes
place in TKNBI Tlogowaru Malang. Data analysis used is descriptive model for model validity test and t test to analyze
model affectivity. The results showed media and method with the level of expert media expertise of 89%, material experts
by 91%. The effectiveness test also shows a model of Combined Edutainment With Effective Multimedia Learning In To Improve Cognitive And Naturalistic Intelligence In 5-6 Year TK
Computational thinking and making in the age of machine learningHenriikka Vartiainen
Vartiainen, H. & Tedre, M. (2019). Computational thinking and making in the age of machine learning - and its challenges to Design and Technology education. Presentation in
NordFo Make&Learn Conference, 18.9.2019 Gothenburg.
This Learnovate Centre (http://www.learnovatecentre.org) presentation was delivered at the iGBL 2013 symposium on June 6th 2013. The presenter was Neil Peirce and the presentation was based on a research report published by the centre. The full report is available at: http://www.learnovatecentre.org/research-report-digital-game-based-learning-for-early-childhood/
ICT does not automatically add quality. There is however, growing evidence that ICT application to the core business of education can
accelerate and improve learning on a number of fronts. It can also provide the means of gathering, connecting and analysing data about
teaching and learning in ways that enable us to more accurately diagnose student need and evaluate programs. To apply ICT in these ways requires changed approaches by educators. This paper looks at the contribution that ICT can make to quality in teaching, learning and evaluation through improvements
This research explores the rationale behind the utilisation of electronic games in education. A qualitative research sheds light on the students’ opinions and perceptions toward the use of serious games in-class. Semi-structured, face-to-face interview sessions among secondary school students suggest that they are acquiring relevant academic knowledge and competences, as the reap motivational and emotional benefits from these learning games. The students reported that their engagement with these games has improved their critical thinking and helped them make evaluative decisions to solve problems. Generally, students were capable of developing their interpersonal skills as they have actively collaborated in teams. On the other hand, there were a few students who were not perceiving the usefulness and the ease of use of playing serious games at school. This study postulates that the research participants possessed different skill-sets as they exhibited different learning abilities. In conclusion, this paper opens-up some avenues for future research in this field of study.
Gamification can make learning more fun and engaging for students. Software engineering can utilize gamification to help students learn and improve their skills from the complexity of software engineering. This study used quantitative research to examines perceived ease of use, student satisfaction, and perceived usefulness to measure gamification quality, which can have an impact on software engineering intention, namely intention, loyalty, and participation in following and understanding software engineering materials. The data was collected based on an online questionnaire survey, 90 data were collected and then measured and analyzed using SmartPLS 3. The results showed that perceived ease of use, student satisfaction, and perceived usefulness have a significant influence on gamification quality, which also leads to a positive impact on software engineering intention. This research guides teachers and educational institutions that gamification is very successful as a learning medium to simplify complex information to be more interactive.
CREATIVITY OF STUDENT AS A GAME DESIGNER: AN EXPLORATORY STUDYijma
ABSTRACT
Technological acceleration and educational gameplay response among community educators, students and communities today are seen to nurture creativity in line with 21st century educational needs. Thus, the purpose of this study is to analyse the element of creativity of the students who act a sa designer in the process of board game design. This study focuses on four aspects of creativity namely originality, flexibility, fluency and elaboration. The research design is quantitative using observation method to obtain a thorough findings. The data were collected through a checklist involving 32 secondary school students in Kinta district. The findings of this study show that students are able to produce games based on their own creativity that possesses elements of originality, flexibility, fluency and elaboration. As a conclusion, this research shows that students are not only playing, but they are also able to generate an open mind while playing games.
This qualitative research explains the rationale behind the utilisation of mobile learning technologies. It involves a qualitative study among children to better understand their opinions and perceptions toward the use of educational applications (apps) that are available on their mobile devices, including smartphones and tablets. The researchers organised semi-structured, face-to-face interview sessions with primary school students who were using mobile technologies at their institution. The students reported that their engagement with the educational apps has improved their competencies. They acquired relational and communicative skills as they collaborated together in teams. On the other hand, there were a few students who were not perceiving the usefulness and the ease of use of the educational apps on their mobile device. This study indicates that the research participants had different skill-sets as they exhibited different learning abilities. In conclusion, this contribution opens-up avenues for future research in this promising field of study.
The impact of gamification technology on students' performance & motivation sheinharoun
Gamification technology
This topic is considered a new trend, as many people are unaware of the word “gamification” and the relation it has to do with learning.
Since the new generation learners are becoming more digitally dependent, we assumed that gamification can be used in education particularly to enhance students’ performance and motivation.
To identify to what extent learning using gaming as a tool (Gamification Technology) will affect the educational process as a powerful tool for catalyzing attention and its influence as an educational approach.
The impact of gamification technology on students performance motivation Sherin El-Rashied
To study The Impact of Gamification Technology on Students’ performance and motivation in schools. This topic is considered a new trend, as many people are unaware of the word “gamification” and the relation it has to do with learning.
As we move into the 21st century,
advances in information technology
are creating new possibilities for
using performance-based
assessments to measure learning.
ALA 2015 Invited Research Talk: Youth Collaborative Information Practices Dur...Rebecca Reynolds
This presentation was delivered as part of an ALA Conference 2015 special research session, "Out of the Library School and Into the School Library," sponsored by the Institute for Museum and Library Services. The session featured presentations of research findings stemming from the work of recent Early Career Development Grant awardees.
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Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
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
The main contribution of this study is to observe how the intention determinants will act differently in different condition (adoption stages)
The main contribution of this study is to observe how the intention determinants will act differently in different condition (adoption stages)
The main contribution of this study is to observe how the intention determinants will act differently in different condition (adoption stages)
The main contribution of this study is to observe how the intention determinants will act differently in different condition (adoption stages)
The main contribution of this study is to observe how the intention determinants will act differently in different condition (adoption stages)
The main contribution of this study is to observe how the intention determinants will act differently in different condition (adoption stages)
The main contribution of this study is to observe how the intention determinants will act differently in different condition (adoption stages)