A Collaborative Game Based Learning Tool to Enhance 21st Century Skills

Citation

Zahra, Ismat and Neo, Mai and Hew, Soon Hin (2022) A Collaborative Game Based Learning Tool to Enhance 21st Century Skills. In: Creative Multimedia Postgraduate Research Colloquium, 14 July 2022, Multimedia University, Malaysia.

[img] Text
Proceedings of the FCM PGRC 2022.pdf - Published Version
Restricted to Repository staff only

Download (942kB)

Abstract

Covid-19 became a worldwide health hazard with severe educational ramifications in 2020. Governments worldwide have issued stay-at-home orders, and institutions and colleges encouraged educators to conduct their classes online to maintain educational continuity. Advancements in recent online education and technology have demonstrated that we can no longer rely solely on students to be fully engaged in the curriculum. Instead, we need to provide good learning experiences to the students and make the teaching and learning process more engaging and motivating with exciting problems. Therefore this study proposed a game-based learning environment to foster engagement and motivation to enhance students' 21st-century skills. Previous research shows that games are good tools for enhancing engagement and interactions. However, earlier research only focuses on the effects of the games on children or adults. Therefore, the focus of this study is to go deeper and provide a collaborative, engaging and motivating learning environment to foster problem-solving and critical thinking skills with gamebased learning (GBL). This study provides an educational tool to solve learning gaps like the lack of decision-making and problem-solving skills, a deficit of engagement and motivation, a shortfall of critical thinking and analysing skills in today's learning environment. A game was designed and integrated into the classroom with Gee's 13 game-based learning elements. All the activities were designed and given in the class according to the need of the subject. A mixed-method approach was used to acquire in-depth and reliable findings for data collecting. In order to acquire quantitative data, students were given an online Likert scale survey and a post-test. In addition, interviews were done to gather qualitative data on their perceptions of game-based learning and provide engagement and collaboration in online learning environments to cultivate problem-solving and critical thinking abilities.

Item Type: Conference or Workshop Item (Paper)
Uncontrolled Keywords: Game based learning, Problem-Solving, Critical thinking, Smart learning
Subjects: L Education > LB Theory and practice of education > LB1060 Learning
Divisions: Faculty of Creative Multimedia (FCM)
Depositing User: Ms Suzilawati Abu Samah
Date Deposited: 24 Nov 2022 05:18
Last Modified: 24 Nov 2022 05:18
URII: http://shdl.mmu.edu.my/id/eprint/10772

Downloads

Downloads per month over past year

View ItemEdit (login required)