Developing an educational mobile game prototype to shift from classroom activities to online gamifications

Since the Covid19 epidemic in early 2020, online learning has become the practice for students of all ages in schools, whether in kindergarten, primary, secondary, or even higher education. The transition from classroom activities to digital learning such as quizzes, debates, brainstorming and more...

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Main Authors: Ismail, Rozana, Ibrahim, Roslina, Mohd. Yasin, Norazlina, Azami, Husna Hafiza R., Syed Yahya Kamal, Syed Ardi, Abdullah, Muhammad Zuhair, Azlim, Harraz Haziq, Tan, Chee Ming, Sutton, Michael J. D.
Format: Conference or Workshop Item
Published: 2023
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Online Access:http://eprints.utm.my/108253/
http://dx.doi.org/10.1063/5.0152892
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spelling my.utm.1082532024-11-11T07:54:02Z http://eprints.utm.my/108253/ Developing an educational mobile game prototype to shift from classroom activities to online gamifications Ismail, Rozana Ibrahim, Roslina Mohd. Yasin, Norazlina Azami, Husna Hafiza R. Syed Yahya Kamal, Syed Ardi Abdullah, Muhammad Zuhair Azlim, Harraz Haziq Tan, Chee Ming Sutton, Michael J. D. T Technology (General) Since the Covid19 epidemic in early 2020, online learning has become the practice for students of all ages in schools, whether in kindergarten, primary, secondary, or even higher education. The transition from classroom activities to digital learning such as quizzes, debates, brainstorming and more tools, have open many opportunities for researchers to analyze, design or develop the application. This research is to regard the gamification in learning which was used by researcher since 2010 in the classroom activities. A literature review was done on the gamification in a learning process before and after the epidemic and how it gives impact on student's affective elements in learning. Besides the literature review, we conducted a preliminary inquiry after students have had experienced the gamification in their learning before the epidemic. We conducted two forms of methods: a focus group conducted prior to the pandemic and an internet survey conducted after the outbreak. Aside from the investigation, we were able to determine students' motivation in online classes by pulling real data from their class access time in the morning class via Blackboard Learn online platform. Aligning traditional teaching and activities in the classroom requires work and ingenuity in terms of how to design it on an online platform while maintaining the same level of participation. We are currently transformed our usual classroom activity such as SUDOKU quiz game into a mobile educational game prototype. Due to the short duration of our project grant, the game prototype will be developed using prototype method. Some planned gaming aspects are suggested in the game, which will be discussed later. 2023 Conference or Workshop Item PeerReviewed Ismail, Rozana and Ibrahim, Roslina and Mohd. Yasin, Norazlina and Azami, Husna Hafiza R. and Syed Yahya Kamal, Syed Ardi and Abdullah, Muhammad Zuhair and Azlim, Harraz Haziq and Tan, Chee Ming and Sutton, Michael J. D. (2023) Developing an educational mobile game prototype to shift from classroom activities to online gamifications. In: 15th Universiti Malaysia Terengganu Annual Symposium 2021, UMTAS 2021, 23 November 2021-25 November 2021, Virtual, Online, Kuala Terengganu, Malaysia. http://dx.doi.org/10.1063/5.0152892
institution Universiti Teknologi Malaysia
building UTM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Malaysia
content_source UTM Institutional Repository
url_provider http://eprints.utm.my/
topic T Technology (General)
spellingShingle T Technology (General)
Ismail, Rozana
Ibrahim, Roslina
Mohd. Yasin, Norazlina
Azami, Husna Hafiza R.
Syed Yahya Kamal, Syed Ardi
Abdullah, Muhammad Zuhair
Azlim, Harraz Haziq
Tan, Chee Ming
Sutton, Michael J. D.
Developing an educational mobile game prototype to shift from classroom activities to online gamifications
description Since the Covid19 epidemic in early 2020, online learning has become the practice for students of all ages in schools, whether in kindergarten, primary, secondary, or even higher education. The transition from classroom activities to digital learning such as quizzes, debates, brainstorming and more tools, have open many opportunities for researchers to analyze, design or develop the application. This research is to regard the gamification in learning which was used by researcher since 2010 in the classroom activities. A literature review was done on the gamification in a learning process before and after the epidemic and how it gives impact on student's affective elements in learning. Besides the literature review, we conducted a preliminary inquiry after students have had experienced the gamification in their learning before the epidemic. We conducted two forms of methods: a focus group conducted prior to the pandemic and an internet survey conducted after the outbreak. Aside from the investigation, we were able to determine students' motivation in online classes by pulling real data from their class access time in the morning class via Blackboard Learn online platform. Aligning traditional teaching and activities in the classroom requires work and ingenuity in terms of how to design it on an online platform while maintaining the same level of participation. We are currently transformed our usual classroom activity such as SUDOKU quiz game into a mobile educational game prototype. Due to the short duration of our project grant, the game prototype will be developed using prototype method. Some planned gaming aspects are suggested in the game, which will be discussed later.
format Conference or Workshop Item
author Ismail, Rozana
Ibrahim, Roslina
Mohd. Yasin, Norazlina
Azami, Husna Hafiza R.
Syed Yahya Kamal, Syed Ardi
Abdullah, Muhammad Zuhair
Azlim, Harraz Haziq
Tan, Chee Ming
Sutton, Michael J. D.
author_facet Ismail, Rozana
Ibrahim, Roslina
Mohd. Yasin, Norazlina
Azami, Husna Hafiza R.
Syed Yahya Kamal, Syed Ardi
Abdullah, Muhammad Zuhair
Azlim, Harraz Haziq
Tan, Chee Ming
Sutton, Michael J. D.
author_sort Ismail, Rozana
title Developing an educational mobile game prototype to shift from classroom activities to online gamifications
title_short Developing an educational mobile game prototype to shift from classroom activities to online gamifications
title_full Developing an educational mobile game prototype to shift from classroom activities to online gamifications
title_fullStr Developing an educational mobile game prototype to shift from classroom activities to online gamifications
title_full_unstemmed Developing an educational mobile game prototype to shift from classroom activities to online gamifications
title_sort developing an educational mobile game prototype to shift from classroom activities to online gamifications
publishDate 2023
url http://eprints.utm.my/108253/
http://dx.doi.org/10.1063/5.0152892
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score 13.214268