An interactive way of reading and playing video games through ‘Read and Play’ / Izzatul Hasanah Mohd Rosli and Afifah Fadhlullah

Video games, in general, are electronic games that can be interacted with using input devices such as computers and gaming consoles. There are some people who perceive video games as having no educational value, as it is often presented negatively by the media. Thus, the fact that video games can be...

Full description

Saved in:
Bibliographic Details
Main Authors: Mohd Rosli, Izzatul Hasanah, Fadhlullah, Afifah
Format: Book Section
Language:English
Published: Universiti Teknologi MARA, Kedah 2023
Subjects:
Online Access:https://ir.uitm.edu.my/id/eprint/83189/1/83189.pdf
https://ir.uitm.edu.my/id/eprint/83189/
Tags: Add Tag
No Tags, Be the first to tag this record!
id my.uitm.ir.83189
record_format eprints
spelling my.uitm.ir.831892023-09-05T00:06:16Z https://ir.uitm.edu.my/id/eprint/83189/ An interactive way of reading and playing video games through ‘Read and Play’ / Izzatul Hasanah Mohd Rosli and Afifah Fadhlullah Mohd Rosli, Izzatul Hasanah Fadhlullah, Afifah Educational technology Learning. Learning strategies Learning ability Video games, in general, are electronic games that can be interacted with using input devices such as computers and gaming consoles. There are some people who perceive video games as having no educational value, as it is often presented negatively by the media. Thus, the fact that video games can be educational is always overlooked due to the public's negative perception, especially the older generation. “Read and Play” is a combination of an e-book and short video games targeted towards adolescents. A survey consisting of 21 respondents from different age groups between 11 to 24 years old was carried out to obtain their perceptions of reading short stories through video games. The finding reveals that gamification of reading in video games show positive feedback from adolescents and can encourage them to read more effectively. This study aims to help improve reading skills among adolescents through video games, to identify the factors that influence adolescents to read effectively through video games and to provide video games that are educational in content. In terms of novelty, this product is different in which it is an adaptation of 5 classic children short stories that are made into mini video games that caters to the targeted age group. The benefits of this product are immense as video games can provide “edutainment”, which is both educational and entertaining, it can make reading fun and interactive by using gamification and to heighten interest in reading through reading and play. This product has the potential to be commercialized to adolescents being the target users and priced at RM5 since it is a small-scale video game with simple gaming mechanics. A digital gaming marketplace called “itch.io” is where this product is advertised and sold by most less experienced developers who publish their video games to reach local and global consumers. Universiti Teknologi MARA, Kedah 2023 Book Section NonPeerReviewed text en https://ir.uitm.edu.my/id/eprint/83189/1/83189.pdf An interactive way of reading and playing video games through ‘Read and Play’ / Izzatul Hasanah Mohd Rosli and Afifah Fadhlullah. (2023) In: International Teaching Aid Competition 2023. Universiti Teknologi MARA, Kedah, Universiti Teknologi MARA, Kedah, pp. 43-48. ISBN 9789672948513
institution Universiti Teknologi Mara
building Tun Abdul Razak Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Mara
content_source UiTM Institutional Repository
url_provider http://ir.uitm.edu.my/
language English
topic Educational technology
Learning. Learning strategies
Learning ability
spellingShingle Educational technology
Learning. Learning strategies
Learning ability
Mohd Rosli, Izzatul Hasanah
Fadhlullah, Afifah
An interactive way of reading and playing video games through ‘Read and Play’ / Izzatul Hasanah Mohd Rosli and Afifah Fadhlullah
description Video games, in general, are electronic games that can be interacted with using input devices such as computers and gaming consoles. There are some people who perceive video games as having no educational value, as it is often presented negatively by the media. Thus, the fact that video games can be educational is always overlooked due to the public's negative perception, especially the older generation. “Read and Play” is a combination of an e-book and short video games targeted towards adolescents. A survey consisting of 21 respondents from different age groups between 11 to 24 years old was carried out to obtain their perceptions of reading short stories through video games. The finding reveals that gamification of reading in video games show positive feedback from adolescents and can encourage them to read more effectively. This study aims to help improve reading skills among adolescents through video games, to identify the factors that influence adolescents to read effectively through video games and to provide video games that are educational in content. In terms of novelty, this product is different in which it is an adaptation of 5 classic children short stories that are made into mini video games that caters to the targeted age group. The benefits of this product are immense as video games can provide “edutainment”, which is both educational and entertaining, it can make reading fun and interactive by using gamification and to heighten interest in reading through reading and play. This product has the potential to be commercialized to adolescents being the target users and priced at RM5 since it is a small-scale video game with simple gaming mechanics. A digital gaming marketplace called “itch.io” is where this product is advertised and sold by most less experienced developers who publish their video games to reach local and global consumers.
format Book Section
author Mohd Rosli, Izzatul Hasanah
Fadhlullah, Afifah
author_facet Mohd Rosli, Izzatul Hasanah
Fadhlullah, Afifah
author_sort Mohd Rosli, Izzatul Hasanah
title An interactive way of reading and playing video games through ‘Read and Play’ / Izzatul Hasanah Mohd Rosli and Afifah Fadhlullah
title_short An interactive way of reading and playing video games through ‘Read and Play’ / Izzatul Hasanah Mohd Rosli and Afifah Fadhlullah
title_full An interactive way of reading and playing video games through ‘Read and Play’ / Izzatul Hasanah Mohd Rosli and Afifah Fadhlullah
title_fullStr An interactive way of reading and playing video games through ‘Read and Play’ / Izzatul Hasanah Mohd Rosli and Afifah Fadhlullah
title_full_unstemmed An interactive way of reading and playing video games through ‘Read and Play’ / Izzatul Hasanah Mohd Rosli and Afifah Fadhlullah
title_sort interactive way of reading and playing video games through ‘read and play’ / izzatul hasanah mohd rosli and afifah fadhlullah
publisher Universiti Teknologi MARA, Kedah
publishDate 2023
url https://ir.uitm.edu.my/id/eprint/83189/1/83189.pdf
https://ir.uitm.edu.my/id/eprint/83189/
_version_ 1776250559102189568
score 13.2014675