Designing Engaging Community Learning Application with Children Using Gamification

  • Authors

    • Norshikin Zainal Abidin
    • Aslina Baharum
    • Syed Mohd Fairuz Syed Mohd Dardin
    • Nur Shahida Ab Fatah
    • Ismassabah Ismail
    • Nurhafizah Moziyana Mohd Yusop
    2018-12-09
    https://doi.org/10.14419/ijet.v7i4.31.25470
  • Community learning, Engage, Gamification, Mobile Application
  • Abstract

    This research presents an approach to engage the children with a learning mobile application. The interest in education and learning process are increasing significantly due to the emerging of digital technologies. The use of e-learning in particularly for children to improve the learning process has been an issue as educators are facing problems on how to promote and to stay engaged with them. Due to the new technology that applies the new method into the e-learning process they able to overcome the problem. The aim of this study is to identify the features and guidelines for designing engaging for community learning with children using gamification technique. Hopefully the proposed community learning application can engage the children using the proposed technique. The research finding revealed that the gamification technique could help the student to engage with the learning material effectively.

     

     


  • References

    1. [1] Al-hout{2017],â€How to include children with special needsâ€,British Council the UK’s International Organisations for Cultural Relations and Educational Oppurtunitiesâ€,2018.

      [2] Athanasios, S. (2017),â€A Review of Mobile Learning Applications for Mathematicsâ€, International Journal of Interactive Mobile Technologies (iJIM),2017.

      [3] Brianna B.Morrison and Betsy DiSalvo,â€Khan Academy Computer Scienceâ€,Proceeding of the 45th ACM technical Symposium on computer science educaion, 2014.

      [4] Buisman, A, “Gamification in Educational Software Developmentâ€,2014.

      [5] Community Learning Centres: country report from Asia. Bangkok: UNESCO Bangkok.

      [6] Dixson,M,D,†Creating effective student engagement in online courses: What do students find engaging?â€Journal of the Scholarship of Teaching and Learning, Vol. 10, No. 2, pp. 1 – 13.2010.

      [7] French, G, “Children’s early learning and development -a background paper’,2007.

      [8] Hamari et al, “Challenging help students learnâ€,Computer in Human Behaviour, Volume 54, January 2016.

      [9] Haddad, C.(2008).Community Learning Centres Country Report from Asia.

      [10] Lokhorst, S,“The Use Of Gamification In Interventions For Children With Autism: A Systematic Reviewâ€,2013.

      [11] Kenneally, A,â€Public Libraries in Learning Communities. Academic Journal Article for Australian Public Libraries and Information Servicesâ€, Vol. 17. No 3,2003.

      [12] Mollen, A,â€Engagement, telepresence and interactivity in online consumer experience: Reconciling scholastic and managerial perspectives. Journal of Business Researchâ€. Volume 63, Issues 9–10, Pages 919-925,2010.

      [13] Leba, M,â€Educational Software based on Gamification Techniques for Medical Studentsâ€.

      [14] Muasaad, A,â€Determination of Critical Success Factors Affecting Mobile Learning: A Meta-Analysis Approach. Turkish Online Journal of Educational Technologyâ€,2015.

      [15] Mulqueeny, K., “Improving Engagement in an E-Learning Environment. Springer-Verlag Berlin Heidelbergâ€,2011.

      [16] Muntean,C.I,â€Raising engagement in e-learning through gamificationâ€, The 6th International Conference on Virtual Learning ICVL 2011.

      [17] Nicholson, S., “Exploring Gamification Techniques for Classroom Managementâ€. Paper Presented at Games Learning Society 9.0, Madison, WI,2003.

      [18] Osipov, I.V, “Study of Gamification Effectiveness in Online e-Learning Systemsâ€. International Journal of Advances Computer Science and Applications(IJACSA), Volume 6 Issue2,2015.

      [19] Plant, H, “Community Learning and Volunteering.Department of Business, Innovation and Skills.Community Learning Trustâ€,2013.

      [20] Prapinmongkolk, Pâ€Children's, “Engagement within the preschool classroom development of self-regulation. Early Education and Developmentâ€, 24(2), 162-187,2013.

      [21] Schoeppe, S, “Apps To Improve Diet, Physical Activity And Sedentary Behavior In Children And Adolescents: A Review Of Quality, Features And Behavior Change Techniquesâ€. International Journal Of Behavioral Nutrition And Physical Activityâ€,2017.

      [22] Seaborn, K., “Gamification in theory and action: A surveyâ€. International Journal of Human-Computer Studies,Volume 74. Pp 14-31,2015.

      [23] Stinson, J, “Pain Squad App illustrates the power of 'gamification' in children'shealthcare with UX and design updates from Pivotâ€,2017.

      [24] Synthesis Report on the State of The Community Learning Centres in Six Asian Countries.National Institute for Lifelong Education of the Republic of Korea (NILE), Seoul, and the UNESCO Institute for Lifelong Learning (UIL), Hamburg.

      [25] Timothy, R,â€Student Engagement in the E-Learning Process and the Impact on Their Gradesâ€. International Journal of Cyber Society and Education Pages 143-156, Vol. 1, No. 2,2008.

      [26] Urquhart, U, “Observation research techniqueâ€. Journal of EAHIL 2015; Vol. 11 (3): 29-31,2015.

      [27] Welten, M.S. “Designing New Learning Spaces.13th World Conference on Mobile and Contextual Learningâ€,2014.

  • Downloads

  • How to Cite

    Zainal Abidin, N., Baharum, A., Mohd Fairuz Syed Mohd Dardin, S., Shahida Ab Fatah, N., Ismail, I., & Moziyana Mohd Yusop, N. (2018). Designing Engaging Community Learning Application with Children Using Gamification. International Journal of Engineering & Technology, 7(4.31), 491-498. https://doi.org/10.14419/ijet.v7i4.31.25470

    Received date: 2019-01-06

    Accepted date: 2019-01-06

    Published date: 2018-12-09