Citation
Zahra, Ismat and Neo, Mai and Hew, Soon Hin (2025) Level-Up Learning with CIGLE Framework: Enhancing Learning Through Interactive, Game-Based Collaboration for Effective Problem Solving. International Journal of Technology, 16 (1). p. 187. ISSN 2086-9614 Full text not available from this repository.Abstract
Several institutions promote student collaboration, which are beyond transmission of academic knowledge to the cultivation of critical thinking and problem-solving skills. However, the collaboration process was disrupted in higher education by the COVID-19 pandemic, which hindered students effectiveness and contributed to a passive learning style due to the traditional teaching method. This passive and one-size-fits-all teaching method, limited student engagement, decreased motivation, collaboration, problem-solving skills and prevented diverse learning styles. The shift to technology-oriented learning environments including Digital games, Artificial Intelligence (AI), Augmented Reality (AR)/Virtual Reality (VR) tools necessitated innovative solutions to maintain and enhance educational quality. Therefore, this research aimed to address the challenges by introducing the Collaborative and Interactive Game-Based Learning Environment (CIGLE) to create a dynamic and interactive educational experience. This is mixed method research with data collected to determine students responses on motivation, engagement, collaborative problem-solving, and communication. Quantitative data were collected through an online 5-point Likert scale survey, with pre- and post-tests. Qualitative data were gathered through open-ended questions to gain deeper insights into students perspectives on the community-integrated game-based learning environment. The result showed that students engagement, collaboration, critical thinking, and problem-solving abilities significantly improved through the incorporation of these innovative pedagogical approaches and technological tools. In conclusion, implementing the CIGLE framework in classrooms effectively fostered energetic Communities of Practice (CoP) and remarkably promoted students learning experience.
Item Type: | Article |
---|---|
Uncontrolled Keywords: | AI in education |
Subjects: | L Education > LB Theory and practice of education > LB1060 Learning |
Divisions: | Faculty of Creative Multimedia (FCM) |
Depositing User: | Ms Rosnani Abd Wahab |
Date Deposited: | 06 Mar 2025 01:54 |
Last Modified: | 06 Mar 2025 01:54 |
URII: | http://shdl.mmu.edu.my/id/eprint/13588 |
Downloads
Downloads per month over past year
![]() |