Nor Azan MZ, Wong SY 1 Information Technology, ITSim International Symposium on Date:26-28 Aug. 2008
Introduction Digital games Game Based Learning Main elements in GBL Teaching and learning of history ◦ Problems, Findings, GBL example, Model Conclusions 2
History ◦ instilling the spirits of patriotism ◦ instill love and loyalty to one’s country ◦ Understanding his/her society and country and the relationship of the country to the world’s history 3
present findings from a preliminary analysis ◦ problems in history learning at secondary school level ◦ students’ readiness for digital gamebased learning ◦ the capabilities of digital games for history learning. propose a GBL Model for history courseware design. 4
With a goal or object Played according to a framework or rules Primarily for entertainment Integrated into education nowadays Giving learners a “mental workout” 5
Utilizes game as a medium for conveying learning contents leveraging the power of computer games to captivate end users create engaging and immersive learning experiences 6
Tan et al. ◦ Pedagogical, Games Design Clark ◦ Design Specification, Engagement Garzotto ◦ Usability, content, enjoyment, social interaction 7
Problem of learning History subject Findings from Preliminary Analysis GBL approach to teaching and learning of history Proposed components in GBL Model for history courseware design 8
no interest in studying history subject one has to memorize all facts in the text book besides understand them The lack of creativity in history teaching Learning by rote memorization does not encourage students’ analytical and critical thinking either their mind and intellectual development 9
Malaysian Certificate of Education (SPM) Higher School Certificate of Malaysia (STPM) Failing percentage of history subject ◦ 2005 SPM : 25.6% -> 2006 SPM : 34.3% ◦ 2005 STPM : 45.11% SPM passing percentage is decrease over 3% 10
A document analysis of SPM performance report from year 2002 to 2005 ◦ overall students’ performance is less satisfactory ◦ students did not answer questions properly but gave abstract answers Questionnaire and Interview ◦ 582 form four students and fifteen teachers ◦ from five secondary schools 11
79% students have problems to learn history 69% difficulty in memorizing facts Lack of teaching aid/material and not proficient in Malay Language agreed game based learning is helpful supported the development of history courseware using GBL 12
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92% students have experienced playing digital games 14
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83.6% of the students stated that they like to play digital/electronic games 69.5% students stated that playing digital games bring advantages to them 16
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Studying world history through computer simulation games Civilization III ◦ with deep historic, geographic and political simulation A museum online game EVE ◦ based upon the richness of content ◦ provide a deeper level of intellectual stimulation and history learning 18
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Reported findings of history learning problems Main problem : history is a boring subject and it is difficult to memorized facts Digital games can be used as an alternative approach to an otherwise boring subject A model for history courseware design with GBL approach is presented 20