skip to main content
10.1145/3512576.3512622acmotherconferencesArticle/Chapter ViewAbstractPublication PagesicitConference Proceedingsconference-collections
research-article

Playing for Learning: A Student Engagement Assessment on Edutainment Game based on User Experience

Published:11 April 2022Publication History

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.

Skip Supplemental Material Section

Supplemental Material

References

  1. 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 ScholarGoogle Scholar
  2. 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 ScholarGoogle Scholar
  3. 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 ScholarGoogle Scholar
  4. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  5. 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 ScholarGoogle ScholarCross RefCross Ref
  6. Lowe, R. K. (2015). Animation and learning: Selective processing of information in dynamic graphics. Learning and Instruction, 13(2), 157-176.Google ScholarGoogle ScholarCross RefCross Ref
  7. Roles, James LaFayette, (2018) "The Virtual Classroom: An Enhancement or Replacement to Traditional Education?", Undergraduate Research Awards, Paper 3Google ScholarGoogle Scholar
  8. 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 ScholarGoogle Scholar
  9. J. Stepp-Greany, Technological Environment: Student Perceptions On Language Learning In A Implications For The New Millennium, 6 (2015)Google ScholarGoogle Scholar
  10. 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 ScholarGoogle ScholarCross RefCross Ref
  11. 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 ScholarGoogle Scholar
  12. 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 ScholarGoogle ScholarDigital LibraryDigital Library

Recommendations

Comments

Login options

Check if you have access through your login credentials or your institution to get full access on this article.

Sign in
  • Published in

    cover image ACM Other conferences
    ICIT '21: Proceedings of the 2021 9th International Conference on Information Technology: IoT and Smart City
    December 2021
    584 pages
    ISBN:9781450384971
    DOI:10.1145/3512576

    Copyright © 2021 ACM

    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 11 April 2022

    Permissions

    Request permissions about this article.

    Request Permissions

    Check for updates

    Qualifiers

    • research-article
    • Research
    • Refereed limited
  • Article Metrics

    • Downloads (Last 12 months)35
    • Downloads (Last 6 weeks)5

    Other Metrics

PDF Format

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format .

View HTML Format