A Serious Game for Jawi Alphabets Literacy Based on Gamification Elements
Serious Games represent a new approach to the development of educational games that aim to increase student productivity and performance by focusing on specific learning goals. In conjunction with the fourth Industrial Revolution, Serious Games have emerged as a potential alternative assessment plat...
Published in: | CSR, Sustainability, Ethics and Governance |
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2024
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Online Access: | https://www.scopus.com/inward/record.uri?eid=2-s2.0-85201983281&doi=10.1007%2f978-3-031-53877-3_43&partnerID=40&md5=ff638c46c4f181e3e7bdc22c1cd6a632 |
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2-s2.0-85201983281 Wahid F.N.; M. Zabidi M.; Aziz R.A.; Wasli M.M.P.; Ahmad M.R. A Serious Game for Jawi Alphabets Literacy Based on Gamification Elements 2024 CSR, Sustainability, Ethics and Governance Part F3302 10.1007/978-3-031-53877-3_43 https://www.scopus.com/inward/record.uri?eid=2-s2.0-85201983281&doi=10.1007%2f978-3-031-53877-3_43&partnerID=40&md5=ff638c46c4f181e3e7bdc22c1cd6a632 Serious Games represent a new approach to the development of educational games that aim to increase student productivity and performance by focusing on specific learning goals. In conjunction with the fourth Industrial Revolution, Serious Games have emerged as a potential alternative assessment platform. Despite the traditional method of teaching Jawi in schools, knowledge of Jawi writing remains low, and attracting students to understand Jawi has proven to be a challenge. As a solution, the Serious Game was developed to recognize Jawi literacy through gamification elements. This study focuses on the second phase of the Design and Development (DDR) research, where the Fuzzy Delphi technique was used to obtain consensus from 15 experts on appropriate gamification elements during the design stage. The development phase utilized the elements that obtained expert consensus to create the Jawi Serious Games application. The results of this study provide insight into the added value elements and factors that influence design based on children’s ability and interest in understanding Jawi literacy. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024. Springer Nature 21967075 English Book chapter |
author |
Wahid F.N.; M. Zabidi M.; Aziz R.A.; Wasli M.M.P.; Ahmad M.R. |
spellingShingle |
Wahid F.N.; M. Zabidi M.; Aziz R.A.; Wasli M.M.P.; Ahmad M.R. A Serious Game for Jawi Alphabets Literacy Based on Gamification Elements |
author_facet |
Wahid F.N.; M. Zabidi M.; Aziz R.A.; Wasli M.M.P.; Ahmad M.R. |
author_sort |
Wahid F.N.; M. Zabidi M.; Aziz R.A.; Wasli M.M.P.; Ahmad M.R. |
title |
A Serious Game for Jawi Alphabets Literacy Based on Gamification Elements |
title_short |
A Serious Game for Jawi Alphabets Literacy Based on Gamification Elements |
title_full |
A Serious Game for Jawi Alphabets Literacy Based on Gamification Elements |
title_fullStr |
A Serious Game for Jawi Alphabets Literacy Based on Gamification Elements |
title_full_unstemmed |
A Serious Game for Jawi Alphabets Literacy Based on Gamification Elements |
title_sort |
A Serious Game for Jawi Alphabets Literacy Based on Gamification Elements |
publishDate |
2024 |
container_title |
CSR, Sustainability, Ethics and Governance |
container_volume |
Part F3302 |
container_issue |
|
doi_str_mv |
10.1007/978-3-031-53877-3_43 |
url |
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85201983281&doi=10.1007%2f978-3-031-53877-3_43&partnerID=40&md5=ff638c46c4f181e3e7bdc22c1cd6a632 |
description |
Serious Games represent a new approach to the development of educational games that aim to increase student productivity and performance by focusing on specific learning goals. In conjunction with the fourth Industrial Revolution, Serious Games have emerged as a potential alternative assessment platform. Despite the traditional method of teaching Jawi in schools, knowledge of Jawi writing remains low, and attracting students to understand Jawi has proven to be a challenge. As a solution, the Serious Game was developed to recognize Jawi literacy through gamification elements. This study focuses on the second phase of the Design and Development (DDR) research, where the Fuzzy Delphi technique was used to obtain consensus from 15 experts on appropriate gamification elements during the design stage. The development phase utilized the elements that obtained expert consensus to create the Jawi Serious Games application. The results of this study provide insight into the added value elements and factors that influence design based on children’s ability and interest in understanding Jawi literacy. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024. |
publisher |
Springer Nature |
issn |
21967075 |
language |
English |
format |
Book chapter |
accesstype |
|
record_format |
scopus |
collection |
Scopus |
_version_ |
1812871796193492992 |