Nor Azan MZ, Wong SY 1 Information Technology, 2008. ITSim 2008. International Symposium on Date:26-28 Aug. 2008.

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Presentation transcript:

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