ABSTRACT
Crafting a good digital experience for children can be difficult; game designers have to consider children's cognitive and motor skill limitations, understand their target audience, create something entertaining and educational at the same time. This should also comply with national and international jurisdiction, and time appeal to parents as well. In this paper the researchers used of an educational game called Tahderiyyah Literacy App (TLA) with standard general framework which designers and developers created for children ages four to six years old. This platform has been the testing ground for the edutainment game in the field of user experience.
The purpose of the paper is to observe the interactions, experience and adaptation of kindergarten pupil (learners) on a particular on the TLA based on game's user experience. TLA was design using their mother tongue which can be played on mobile devices. Focusing only to learners from Muslim Community. While the term User Experience encompasses both physical and digital experiences, the main focus for the framework is purely for digital services wherein only touch based devices are evaluated in greater detail. On the assessment process, students were observed and interviewed about the game and what they learned about numbers and letters from game they played. This process was done to help the kindergarten answers their questionnaires. Every learner that act as respondents were guided to answer the answer the questionnaires given to them. Results of using TLA to analyze an HCI factors in learning environment are described in the later part of this paper. Implications for using TLA as a design for pedagogical tool are also discussed.
Supplemental Material
Available for Download
Presentation slides
- S. Nusir, I. Alsmadi, M. Al- kabi, and F. Shardqah, (2015) “Designing an Interactive Multimedia Learning System for the Children of Primary Schools in Jordan”, IEEE Global Engineering Education Conference (EDUCON), April 4-6, Amman, Jordan.Google Scholar
- Brandes, A.A. (2016). Elementary school children's images of science. In Y.B. Kafai, & M. Resnick (Eds.), Constructionism in practice: Designing thinking, and learning in a digital world (pp. 37-68) Mahwah, NJ: Lawrence Erlbaum.Google Scholar
- H Z İnan, Literacy development of a preschooler: An exemplary case. The Journal of International Social Research, 3(11), 2010, 365-371 D. Özer, and İ Bozkurt-Avcı, Cartoons as educational tools and the presentation of cultural differences via cartoons. Procedia - Social and Behavioral Sciences, 191, 2015, 418-423.Google Scholar
- Shute, V. J. & Rahimi, S. (2017). Review of computer‐based assessment for learning in elementary and secondary education. Journal of Computer Assisted Learning, 33(1), 1-19.Google ScholarDigital Library
- Karal, H., Kokoc, M. & Ayyildiz, U. (2016). Educational computer games for developing psychomotor ability in children with mild mental impairment. Procedia-Social and Behavioral Sciences, 9, 996-1000.Google ScholarCross Ref
- Lowe, R. K. (2015). Animation and learning: Selective processing of information in dynamic graphics. Learning and Instruction, 13(2), 157-176.Google ScholarCross Ref
- Roles, James LaFayette, (2018) "The Virtual Classroom: An Enhancement or Replacement to Traditional Education?", Undergraduate Research Awards, Paper 3Google Scholar
- Annual Report (2017) Department for Education and Skills and Office for Standards in Education, Departmental Report, http://dera.ioe.ac.uk/16365/7/CM%205402.pdfGoogle Scholar
- J. Stepp-Greany, Technological Environment: Student Perceptions On Language Learning In A Implications For The New Millennium, 6 (2015)Google Scholar
- Ahmad, S. M. S., Fauzi, N. F. M., Hashim, A. A., & Zainon, W. M. N. W. (2013). A study on the effectiveness of computer games in teaching and learning. International Journal of Advanced Studies in Computers, Science and Engineering, 2(1), 1.Google ScholarCross Ref
- J. Harmer. The practice of English language teaching (3rd ed.) Edinburgh Gate: Longman. (2017) Ruiji, L. The development on multimedia teaching resources based on information processing theory. International Journal of Advancements in Computing Technology, 4(2), 58-64. (2018)Google Scholar
- Bottino, R. M., Ferlino, L., Ott, M., Tavella, M. (20017). Developing strategic and reasoning abilities with computer games at primary school level. Computers & Education, 49, 1272–1286. doi:10.1016/j.compedu.2006.02.003Google ScholarDigital Library
Recommendations
Using Learning Analytics to Promote Student Engagement and Achievement in Blended Learning: An Empirical Study
ICEBT '18: Proceedings of the 2018 2nd International Conference on E-Education, E-Business and E-TechnologyThe emergence of blended learning has huge impact on traditional learning. Blended learning has its own unique characteristics combining the advantages of traditional learning and online learning. However, some problems of blended learning have also ...
User Experience Design of History Game: An Analysis Review and Evaluation Study for Malaysia Context
User experience UX and user interface design of an educational game are important in enhancing and sustaining the utilisation of Game Based Learning GBL in learning history. Thus, this article provides a detailed literature review on history learning ...
Exploring User Experience While Playing Educational Games: Focus on Temporality and Attractiveness
The concept and methods of user experience UX are gaining momentum in the game industry. Designers and educational practitioners aim to provide rich and effective user experience through serious educational games. Nevertheless several phenomena that ...
Comments