Matching Game Genre with Lesson Content – A Development of Blood Circulation Racing Game

It has been demonstrated that students pay more attention during game-based learning, which in turn leads to greater levels of learning among students. In addition, the success of students in their academic endeavors is increased when the learning styles or learning objectives of the children are ma...

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Published in:Journal of Artificial Intelligence and Technology
Main Author: Ahmadon F.; Selahuddeen M.Z.; Rahim E.E.A.; Rusli H.M.
Format: Article
Language:English
Published: Intelligence Science and Technology Press Inc. 2024
Online Access:https://www.scopus.com/inward/record.uri?eid=2-s2.0-85200678438&doi=10.37965%2fjait.2024.0421&partnerID=40&md5=61f339f8974e03fe705cb24ad5faee59
id 2-s2.0-85200678438
spelling 2-s2.0-85200678438
Ahmadon F.; Selahuddeen M.Z.; Rahim E.E.A.; Rusli H.M.
Matching Game Genre with Lesson Content – A Development of Blood Circulation Racing Game
2024
Journal of Artificial Intelligence and Technology
4
3
10.37965/jait.2024.0421
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85200678438&doi=10.37965%2fjait.2024.0421&partnerID=40&md5=61f339f8974e03fe705cb24ad5faee59
It has been demonstrated that students pay more attention during game-based learning, which in turn leads to greater levels of learning among students. In addition, the success of students in their academic endeavors is increased when the learning styles or learning objectives of the children are matched with the appropriate game type. This paper describes the development of a digital game for learning blood circulation that maps to a “racing” game genre. The lesson’s objective was for the students to be able to understand how blood flows, and a racing game genre was chosen to match the lesson content. Racing game assets such as racetrack, race path, race car, and obstacles are mapped to lesson-embedded designs such as simplified blood circuit, blood direction, blood cells, and cholesterol lumps. Multiple cues are inserted into the game to help players with content recollections. Common challenges for racing games, such as time limits, energy meters, and obstacles, are tailored to the theme of blood circulation. Usability testing was conducted to measure the ease of use of this game using System Usability Scale (SUS). Five 15-year-old participants took part in the testing at a secondary school in Melaka. Participants were chosen using convenience sampling, and none of the participants had ever played the game before. A SUS standard score of 78 was obtained, which is considered “Good” under the Adjective Ratings when measured against the SUS Score Graph. © The Author(s) 2024.
Intelligence Science and Technology Press Inc.
27668649
English
Article
All Open Access; Hybrid Gold Open Access
author Ahmadon F.; Selahuddeen M.Z.; Rahim E.E.A.; Rusli H.M.
spellingShingle Ahmadon F.; Selahuddeen M.Z.; Rahim E.E.A.; Rusli H.M.
Matching Game Genre with Lesson Content – A Development of Blood Circulation Racing Game
author_facet Ahmadon F.; Selahuddeen M.Z.; Rahim E.E.A.; Rusli H.M.
author_sort Ahmadon F.; Selahuddeen M.Z.; Rahim E.E.A.; Rusli H.M.
title Matching Game Genre with Lesson Content – A Development of Blood Circulation Racing Game
title_short Matching Game Genre with Lesson Content – A Development of Blood Circulation Racing Game
title_full Matching Game Genre with Lesson Content – A Development of Blood Circulation Racing Game
title_fullStr Matching Game Genre with Lesson Content – A Development of Blood Circulation Racing Game
title_full_unstemmed Matching Game Genre with Lesson Content – A Development of Blood Circulation Racing Game
title_sort Matching Game Genre with Lesson Content – A Development of Blood Circulation Racing Game
publishDate 2024
container_title Journal of Artificial Intelligence and Technology
container_volume 4
container_issue 3
doi_str_mv 10.37965/jait.2024.0421
url https://www.scopus.com/inward/record.uri?eid=2-s2.0-85200678438&doi=10.37965%2fjait.2024.0421&partnerID=40&md5=61f339f8974e03fe705cb24ad5faee59
description It has been demonstrated that students pay more attention during game-based learning, which in turn leads to greater levels of learning among students. In addition, the success of students in their academic endeavors is increased when the learning styles or learning objectives of the children are matched with the appropriate game type. This paper describes the development of a digital game for learning blood circulation that maps to a “racing” game genre. The lesson’s objective was for the students to be able to understand how blood flows, and a racing game genre was chosen to match the lesson content. Racing game assets such as racetrack, race path, race car, and obstacles are mapped to lesson-embedded designs such as simplified blood circuit, blood direction, blood cells, and cholesterol lumps. Multiple cues are inserted into the game to help players with content recollections. Common challenges for racing games, such as time limits, energy meters, and obstacles, are tailored to the theme of blood circulation. Usability testing was conducted to measure the ease of use of this game using System Usability Scale (SUS). Five 15-year-old participants took part in the testing at a secondary school in Melaka. Participants were chosen using convenience sampling, and none of the participants had ever played the game before. A SUS standard score of 78 was obtained, which is considered “Good” under the Adjective Ratings when measured against the SUS Score Graph. © The Author(s) 2024.
publisher Intelligence Science and Technology Press Inc.
issn 27668649
language English
format Article
accesstype All Open Access; Hybrid Gold Open Access
record_format scopus
collection Scopus
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