2019 International Conference on Electrical Engineering and Informatics (ICEEI)
Creativity is an important skill for digital game designer. Creativity is the act of turning new ... more Creativity is an important skill for digital game designer. Creativity is the act of turning new and imaginative ideas into reality and also characterised by the ability to perceive the world in new ways, to find hidden patterns, to make connections between seemingly unrelated phenomena, and to generate solutions. This study reviews the need for creative skills in game design. Currently, there is no specific method to train creative thinking or gauge actual needs in game development industry. Literature review and preliminary study using interviews, document analysis, and observation of higher educational institution offering game design program was carried out. Findings showed that theories, creativity components, creativity models, and technique to train creative thinking are essential requirements in the development of creative skills education, especially for game designers. Hence, this study proposes a conceptual model of creative skills in game design.
2019 International Conference on Electrical Engineering and Informatics (ICEEI)
Information and Communication Technology (ICT) has brought a number of benefits to the education ... more Information and Communication Technology (ICT) has brought a number of benefits to the education sector with access to information and interactive learning strategies. Serious game is important in creating effective learning. However, for people who are visually impaired, they have difficulty accessing visual elements in the game. Accessibility refers to how a game can be played by people with disabilities. Accessibility is important to ensure that a game can be played by visually impaired people, especially children with low vision. Thus, this paper discusses the accessibility problems faced by children with low vision while playing serious games to identify their accessibility requirements. A requirement study through direct observation and unstructured interview was conducted. Based on the requirement study conducted, there are several problems of accessibility experienced by low vision children when playing games that reduce their playing experience.
2021 International Conference on Electrical Engineering and Informatics (ICEEI), 2021
Thinking skills are considered essential to remain competitive in the 21st century. However, low ... more Thinking skills are considered essential to remain competitive in the 21st century. However, low achievement in science subjects reflects students' weaknesses in mastering their thinking skills. The study aims to investigate the effectiveness of a serious game's application method called “Litar Elektrik” on learners' higher-order thinking skills (HOTS) in science. This serious game is a learning game for HOTS that focuses on the science learning syllabus of Year Five's electrical circuit topics. The effectiveness evaluation used a quasi-experimental technique via pre-and post-tests. The sample involved 32 primary school students, 16 in the experimental group who used the serious game application and 16 in the control group who used the conventional method. The findings showed that using the serious game as a teaching approach could enhance students' HOTS in science subjects. Hence, this study suggests that serious games can be an alternative teaching and learning tool to promote HOTS learning in science subjects.
Nowadays, there are a lot of motivations for people to use the computer. In the past decades, com... more Nowadays, there are a lot of motivations for people to use the computer. In the past decades, computer technology has seen tremendous progress. However, despite this progress, some users still have problems of accessibility to the computer. To improve accessibility, the proposed technique "Hidden Click Zone" tries to adapt the computer mouse based on the user's needs. Problems such as slipping, double-clicking speed and accidental clicks will be reduced with HCZ technique for motor impaired users. The HCZ technique analyses the user mouse movements then based on the analysed results decide how to correct the mouse movement. I. INTRODUCTION There are various techniques for human to interact with the computer. The human voice, eye blink, finger or hand movements and brain signals are being used in human computer interaction (HCI) techniques. Most of these techniques are based on human movements and users try to
This paper discussed the effectiveness of English language software Literacy & Numeracy Drive... more This paper discussed the effectiveness of English language software Literacy & Numeracy Drive (LND) used in the public sector primary schools of Punjab province, Pakistan. A mobile based application named as “Literacy & Numeracy Drive (LND)” is currently in use to teach students of Grade 03 on a tablet for learning English, Urdu and Mathematics. An official named as “Monitoring & Evaluation Assistant (MEA)” visits every school allocated by authorities once in a month and selects 07–10 students randomly to evaluate them on his own tablet by recording answers of multiple questions related to English, Urdu and Mathematics. After the evaluation, MEA uploads the results of respective school on official portal. A quantitative research was adopted to conduct this study in which 300 participants from different schools of district Sheikhupura were selected to measure the effectiveness of LND. The results reveal that LND application was not found effective due to the issues in terms of nonavailability of technology at home, language, content, assessment, usability and design. Further, students recommended game based learning consisting of interactive interface, phonics, animations, relevant content and assessment.
International Journal of Emerging Technologies in Learning (iJET)
The same learning process in educational systems could be boring and time consuming for some lear... more The same learning process in educational systems could be boring and time consuming for some learners. This problem arises from the lack of personalized learning sequence for learners with different knowledge level. Recommender systems play an important role in assisting the learners to find suitable learning materials and personalized learning sequence. Use of ontology for knowledge representation in knowledge-based recommender systems would facilitate sharing, reuse and common terminology. Since programming concepts have logical relationships among together so, traditional education systems are more stressful and very time-consuming. This paper aims to propose an ontology based recommender system to present a Personalized Learning Sequence in Programming (PLSP) domain which is depended to learner's knowledge level. A recommender module and, the knowledge base module are integrated together in the proposed framework. The recommender module as the main module in the framework, h...
2021 International Conference on Innovative Computing (ICIC), 2021
Elicitation of requirements is an essential part of the software development process. It is criti... more Elicitation of requirements is an essential part of the software development process. It is critical for assessing the performance of software projects, particularly those using mobile apps. Games are not new to the process of teaching and learning but educational games in a cultural context have also developed into digital games via advancements in technology. They are included in many fields of study, such as studying languages, mathematics, economics, commerce, software, etc. They are believed to be able to better comprehend learners in the less conventional but appropriate format when the topics are presented. For the past several decades, gamification has been used in the teaching of different subjects in language acquisition through the use of digital and non-digital games. In this paper, requirement elicitations have been made for game-based language learning application in the cultural context. Semi-structured interviews have been conducted with teachers, students, and government officials selected through random sampling from District Sheikhupura of Pakistan. A total of fifty-seven teachers, three hundred students from twenty-one schools and two government officials have been selected as the participants of the study. Content, pronunciation, vocabulary, and assessment are the important requirements in a culture that need to be added in the gamified application combining with the socio-cultural theory to develop it. A conceptual model is also presented based on the requirements which is validated by the experts through Inter-rater reliability. In the future, low-fidelity prototypes will be developed based on a constructed model which will be further validated through proposed heuristic for language learning in a cultural context.
2021 International Conference on Innovative Computing (ICIC), 2021
Digital learning environments are increasingly becoming popular in recent years. Particularly, th... more Digital learning environments are increasingly becoming popular in recent years. Particularly, the rising usage of mobile phones has invited researchers to design and develop learning applications and games for mobile phones. Specifically, game-based language learning in cultural context is being promoted by researchers in many parts of the world which are quite effective for public sector school students. Requirements for a language learning game have been elicited from the preliminary survey as well as from the literature and a theoretical model for language learning in a cultural context has also been constructed and validated through inter-rater reliability. A low-fidelity prototype has been developed for Language Learning Serious Game (LLSG) on the basis of a theoretical model and researcher proposed heuristics to validate it. This research aims to appraise the usability of LLSG through proposed heuristics and think-aloud approaches while involving all important stakeholders including language experts (teachers) and game developers. The heuristic evaluation is based on well-defined criteria laid down by Nielson, whereas, the think-aloud evaluation is compiled from the rigorous discussion session held by involving these stakeholders. The results obtained from heuristic evaluation are very positive, indicates that the low-fidelity prototype has most of the required language learning, educational, and cultural context elements and thus the prototype had good usability. On the other hand, a variety of interesting suggestions and reviews are gathered from the discussion between experts. This will further improve the version of the low-fidelity prototype and also help to develop high-fidelity prototypes.
Climate change can simply be defined as an increase in temperature, normally referred to as globa... more Climate change can simply be defined as an increase in temperature, normally referred to as global warming. Recent studies have confirmed the failure of many climate communication efforts due to the one-directional transmission of information that has transformed the audience into passive consumers of information. The young generation tends to be avid gamers, thus serious games could be a suitable medium to increase climate change awareness in order to cultivate a better attitude towards nature among this group. However, very few games focus on carbon cycle fundamentals that are directly related to climate change. Existing climate change games have been unable to improve the quality of knowledge on environmental issues due to the lack of contextualization of the carbon cycle. Thus, the purpose of this study was to develop and verify a guideline of game design elements to assist game developers in developing a climate change game that can facilitate experiential learning on climate change based on the carbon cycle. The guideline consists of 13 game elements derived from previous studies. Seven experts from both game and environmental areas were selected to review the designed guideline. The experts were given two to six weeks to evaluate the guideline and were asked to rate and comment on each game element. At the end of the review, the experts' feedback and comments were analysed and scrutinised. The results showed positive feedback from all experts. The guideline was updated based on the experts’ comments, and finally a total of 12 game elements for a climate change game remained. This guideline can be applied to develop a new climate change game. This paper discusses the validation of the guideline proposed for a climate change game design.
2019 International Conference on Electrical Engineering and Informatics (ICEEI), 2019
The Computer Science major is one of the most rapidly growing fields and offers some of the highe... more The Computer Science major is one of the most rapidly growing fields and offers some of the highest-paying jobs in the world. In the last decade, Computer Science studies have shown a general lack of female enrolments. Serious game can be employed to motivate and educate female players. However, although females have certain preference elements for digital games and game types, only a few studies have attempted to design games for females. Therefore, a gender-based serious game engagement model for learning Computer Science was developed. This study aims to verify the validity and reliability of a questionnaire designed to evaluate a gender-based serious game engagement model. Content validity involving three experts was conducted. Then, a pilot study with 31 students was implemented to test the reliability of the instrument. Data collected was analysed using SPSS version 21. Results show that all questionnaire constructs are reliable and consistent, with Cronbach's alpha values of 0.7 and above. This confirms that the instrument designed is valid, reliable, and without errors.
Asia-Pacific Journal of Information Technology and Multimedia, 2012
Terdapat dua halangan utama bagi melaksana pendidikan seksualiti di Malaysia. Pertama, salah faha... more Terdapat dua halangan utama bagi melaksana pendidikan seksualiti di Malaysia. Pertama, salah faham dalam kalangan rakyat tentang objektif melaksana pendidikan seksualiti. Kedua, pendapat yang mengatakan pendidikan seksualiti adalah bertentangan dengan nilai keagamaan. Justeru, kajian pembangunan dan penilaian perisian kursus pendidikan seksualiti Malaysia (MSE) dijalankan bagi mengenal pasti punca permasalahan dan penyelesaian terhadap salah faham tersebut. Kajian yang menghasil sebuah aplikasi MSE direka bentuk berasaskan subjek seksualiti yang terkandung dalam mata pelajaran sains tingkatan tiga sekolah menengah. Kajian bermula dengan pembangunan kerangka teoretikal MSE, yang terdiri daripada beberapa teori pembelajaran dan teori interaksi antara komputer dan manusia. Model AUSDU direka bentuk bagi memandu proses dalam metod penyelidikan MSE dengan menggabung model ADDIE, teori reka bentuk berpusatkan penggunaan dan konsep kepenggunaan. Beberapa konstruk penilaian kepenggunaan sep...
2021 International Conference on Electrical Engineering and Informatics (ICEEI), 2021
The world is in danger as the weather changes drastically while humans still struggling to take c... more The world is in danger as the weather changes drastically while humans still struggling to take care of nature. It becomes necessary to understand how environmental elements work; therefore, people can keep it safe to live. Learning the technical process in a one-way campaign or the classroom may be less engaging. Thus the information should be presented in a simulated and interactive manner as a digital game. This paper describes the designing process for climate change game to increase awareness and understanding of environmental issues. The game storyboard is designed based on verified game elements that are gathered from the previous study. Each element of the climate change game is described briefly in the storyboard. In the future, the storyboard will be validated and optimistically ready to use for development purposes.
2019 International Conference on Electrical Engineering and Informatics (ICEEI)
Creativity is an important skill for digital game designer. Creativity is the act of turning new ... more Creativity is an important skill for digital game designer. Creativity is the act of turning new and imaginative ideas into reality and also characterised by the ability to perceive the world in new ways, to find hidden patterns, to make connections between seemingly unrelated phenomena, and to generate solutions. This study reviews the need for creative skills in game design. Currently, there is no specific method to train creative thinking or gauge actual needs in game development industry. Literature review and preliminary study using interviews, document analysis, and observation of higher educational institution offering game design program was carried out. Findings showed that theories, creativity components, creativity models, and technique to train creative thinking are essential requirements in the development of creative skills education, especially for game designers. Hence, this study proposes a conceptual model of creative skills in game design.
2019 International Conference on Electrical Engineering and Informatics (ICEEI)
Information and Communication Technology (ICT) has brought a number of benefits to the education ... more Information and Communication Technology (ICT) has brought a number of benefits to the education sector with access to information and interactive learning strategies. Serious game is important in creating effective learning. However, for people who are visually impaired, they have difficulty accessing visual elements in the game. Accessibility refers to how a game can be played by people with disabilities. Accessibility is important to ensure that a game can be played by visually impaired people, especially children with low vision. Thus, this paper discusses the accessibility problems faced by children with low vision while playing serious games to identify their accessibility requirements. A requirement study through direct observation and unstructured interview was conducted. Based on the requirement study conducted, there are several problems of accessibility experienced by low vision children when playing games that reduce their playing experience.
2021 International Conference on Electrical Engineering and Informatics (ICEEI), 2021
Thinking skills are considered essential to remain competitive in the 21st century. However, low ... more Thinking skills are considered essential to remain competitive in the 21st century. However, low achievement in science subjects reflects students' weaknesses in mastering their thinking skills. The study aims to investigate the effectiveness of a serious game's application method called “Litar Elektrik” on learners' higher-order thinking skills (HOTS) in science. This serious game is a learning game for HOTS that focuses on the science learning syllabus of Year Five's electrical circuit topics. The effectiveness evaluation used a quasi-experimental technique via pre-and post-tests. The sample involved 32 primary school students, 16 in the experimental group who used the serious game application and 16 in the control group who used the conventional method. The findings showed that using the serious game as a teaching approach could enhance students' HOTS in science subjects. Hence, this study suggests that serious games can be an alternative teaching and learning tool to promote HOTS learning in science subjects.
Nowadays, there are a lot of motivations for people to use the computer. In the past decades, com... more Nowadays, there are a lot of motivations for people to use the computer. In the past decades, computer technology has seen tremendous progress. However, despite this progress, some users still have problems of accessibility to the computer. To improve accessibility, the proposed technique "Hidden Click Zone" tries to adapt the computer mouse based on the user's needs. Problems such as slipping, double-clicking speed and accidental clicks will be reduced with HCZ technique for motor impaired users. The HCZ technique analyses the user mouse movements then based on the analysed results decide how to correct the mouse movement. I. INTRODUCTION There are various techniques for human to interact with the computer. The human voice, eye blink, finger or hand movements and brain signals are being used in human computer interaction (HCI) techniques. Most of these techniques are based on human movements and users try to
This paper discussed the effectiveness of English language software Literacy & Numeracy Drive... more This paper discussed the effectiveness of English language software Literacy & Numeracy Drive (LND) used in the public sector primary schools of Punjab province, Pakistan. A mobile based application named as “Literacy & Numeracy Drive (LND)” is currently in use to teach students of Grade 03 on a tablet for learning English, Urdu and Mathematics. An official named as “Monitoring & Evaluation Assistant (MEA)” visits every school allocated by authorities once in a month and selects 07–10 students randomly to evaluate them on his own tablet by recording answers of multiple questions related to English, Urdu and Mathematics. After the evaluation, MEA uploads the results of respective school on official portal. A quantitative research was adopted to conduct this study in which 300 participants from different schools of district Sheikhupura were selected to measure the effectiveness of LND. The results reveal that LND application was not found effective due to the issues in terms of nonavailability of technology at home, language, content, assessment, usability and design. Further, students recommended game based learning consisting of interactive interface, phonics, animations, relevant content and assessment.
International Journal of Emerging Technologies in Learning (iJET)
The same learning process in educational systems could be boring and time consuming for some lear... more The same learning process in educational systems could be boring and time consuming for some learners. This problem arises from the lack of personalized learning sequence for learners with different knowledge level. Recommender systems play an important role in assisting the learners to find suitable learning materials and personalized learning sequence. Use of ontology for knowledge representation in knowledge-based recommender systems would facilitate sharing, reuse and common terminology. Since programming concepts have logical relationships among together so, traditional education systems are more stressful and very time-consuming. This paper aims to propose an ontology based recommender system to present a Personalized Learning Sequence in Programming (PLSP) domain which is depended to learner's knowledge level. A recommender module and, the knowledge base module are integrated together in the proposed framework. The recommender module as the main module in the framework, h...
2021 International Conference on Innovative Computing (ICIC), 2021
Elicitation of requirements is an essential part of the software development process. It is criti... more Elicitation of requirements is an essential part of the software development process. It is critical for assessing the performance of software projects, particularly those using mobile apps. Games are not new to the process of teaching and learning but educational games in a cultural context have also developed into digital games via advancements in technology. They are included in many fields of study, such as studying languages, mathematics, economics, commerce, software, etc. They are believed to be able to better comprehend learners in the less conventional but appropriate format when the topics are presented. For the past several decades, gamification has been used in the teaching of different subjects in language acquisition through the use of digital and non-digital games. In this paper, requirement elicitations have been made for game-based language learning application in the cultural context. Semi-structured interviews have been conducted with teachers, students, and government officials selected through random sampling from District Sheikhupura of Pakistan. A total of fifty-seven teachers, three hundred students from twenty-one schools and two government officials have been selected as the participants of the study. Content, pronunciation, vocabulary, and assessment are the important requirements in a culture that need to be added in the gamified application combining with the socio-cultural theory to develop it. A conceptual model is also presented based on the requirements which is validated by the experts through Inter-rater reliability. In the future, low-fidelity prototypes will be developed based on a constructed model which will be further validated through proposed heuristic for language learning in a cultural context.
2021 International Conference on Innovative Computing (ICIC), 2021
Digital learning environments are increasingly becoming popular in recent years. Particularly, th... more Digital learning environments are increasingly becoming popular in recent years. Particularly, the rising usage of mobile phones has invited researchers to design and develop learning applications and games for mobile phones. Specifically, game-based language learning in cultural context is being promoted by researchers in many parts of the world which are quite effective for public sector school students. Requirements for a language learning game have been elicited from the preliminary survey as well as from the literature and a theoretical model for language learning in a cultural context has also been constructed and validated through inter-rater reliability. A low-fidelity prototype has been developed for Language Learning Serious Game (LLSG) on the basis of a theoretical model and researcher proposed heuristics to validate it. This research aims to appraise the usability of LLSG through proposed heuristics and think-aloud approaches while involving all important stakeholders including language experts (teachers) and game developers. The heuristic evaluation is based on well-defined criteria laid down by Nielson, whereas, the think-aloud evaluation is compiled from the rigorous discussion session held by involving these stakeholders. The results obtained from heuristic evaluation are very positive, indicates that the low-fidelity prototype has most of the required language learning, educational, and cultural context elements and thus the prototype had good usability. On the other hand, a variety of interesting suggestions and reviews are gathered from the discussion between experts. This will further improve the version of the low-fidelity prototype and also help to develop high-fidelity prototypes.
Climate change can simply be defined as an increase in temperature, normally referred to as globa... more Climate change can simply be defined as an increase in temperature, normally referred to as global warming. Recent studies have confirmed the failure of many climate communication efforts due to the one-directional transmission of information that has transformed the audience into passive consumers of information. The young generation tends to be avid gamers, thus serious games could be a suitable medium to increase climate change awareness in order to cultivate a better attitude towards nature among this group. However, very few games focus on carbon cycle fundamentals that are directly related to climate change. Existing climate change games have been unable to improve the quality of knowledge on environmental issues due to the lack of contextualization of the carbon cycle. Thus, the purpose of this study was to develop and verify a guideline of game design elements to assist game developers in developing a climate change game that can facilitate experiential learning on climate change based on the carbon cycle. The guideline consists of 13 game elements derived from previous studies. Seven experts from both game and environmental areas were selected to review the designed guideline. The experts were given two to six weeks to evaluate the guideline and were asked to rate and comment on each game element. At the end of the review, the experts' feedback and comments were analysed and scrutinised. The results showed positive feedback from all experts. The guideline was updated based on the experts’ comments, and finally a total of 12 game elements for a climate change game remained. This guideline can be applied to develop a new climate change game. This paper discusses the validation of the guideline proposed for a climate change game design.
2019 International Conference on Electrical Engineering and Informatics (ICEEI), 2019
The Computer Science major is one of the most rapidly growing fields and offers some of the highe... more The Computer Science major is one of the most rapidly growing fields and offers some of the highest-paying jobs in the world. In the last decade, Computer Science studies have shown a general lack of female enrolments. Serious game can be employed to motivate and educate female players. However, although females have certain preference elements for digital games and game types, only a few studies have attempted to design games for females. Therefore, a gender-based serious game engagement model for learning Computer Science was developed. This study aims to verify the validity and reliability of a questionnaire designed to evaluate a gender-based serious game engagement model. Content validity involving three experts was conducted. Then, a pilot study with 31 students was implemented to test the reliability of the instrument. Data collected was analysed using SPSS version 21. Results show that all questionnaire constructs are reliable and consistent, with Cronbach's alpha values of 0.7 and above. This confirms that the instrument designed is valid, reliable, and without errors.
Asia-Pacific Journal of Information Technology and Multimedia, 2012
Terdapat dua halangan utama bagi melaksana pendidikan seksualiti di Malaysia. Pertama, salah faha... more Terdapat dua halangan utama bagi melaksana pendidikan seksualiti di Malaysia. Pertama, salah faham dalam kalangan rakyat tentang objektif melaksana pendidikan seksualiti. Kedua, pendapat yang mengatakan pendidikan seksualiti adalah bertentangan dengan nilai keagamaan. Justeru, kajian pembangunan dan penilaian perisian kursus pendidikan seksualiti Malaysia (MSE) dijalankan bagi mengenal pasti punca permasalahan dan penyelesaian terhadap salah faham tersebut. Kajian yang menghasil sebuah aplikasi MSE direka bentuk berasaskan subjek seksualiti yang terkandung dalam mata pelajaran sains tingkatan tiga sekolah menengah. Kajian bermula dengan pembangunan kerangka teoretikal MSE, yang terdiri daripada beberapa teori pembelajaran dan teori interaksi antara komputer dan manusia. Model AUSDU direka bentuk bagi memandu proses dalam metod penyelidikan MSE dengan menggabung model ADDIE, teori reka bentuk berpusatkan penggunaan dan konsep kepenggunaan. Beberapa konstruk penilaian kepenggunaan sep...
2021 International Conference on Electrical Engineering and Informatics (ICEEI), 2021
The world is in danger as the weather changes drastically while humans still struggling to take c... more The world is in danger as the weather changes drastically while humans still struggling to take care of nature. It becomes necessary to understand how environmental elements work; therefore, people can keep it safe to live. Learning the technical process in a one-way campaign or the classroom may be less engaging. Thus the information should be presented in a simulated and interactive manner as a digital game. This paper describes the designing process for climate change game to increase awareness and understanding of environmental issues. The game storyboard is designed based on verified game elements that are gathered from the previous study. Each element of the climate change game is described briefly in the storyboard. In the future, the storyboard will be validated and optimistically ready to use for development purposes.
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Papers by Nor Azan Mat Zin