Merging of Game Principles and Learning Strategy using Apps for Science Subjects to Enhance Student Interest and Understanding
Author(s) -
Nazirah Mat Sin,
Othman Talib,
Tengku Putri Norishah
Publication year - 2013
Publication title -
jurnal teknologi
Language(s) - English
Resource type - Journals
eISSN - 2180-3722
pISSN - 0127-9696
DOI - 10.11113/jt.v63.1998
Subject(s) - popularity , game based learning , science learning , computer science , educational game , face (sociological concept) , mathematics education , science education , psychology , data science , sociology , social psychology , social science
The popularity of digital games is undeniable. There are numerous studies on digital games based learning (DGBL) which demonstrate the increased interest in digital games among students. Conversely, there has been a significant decline of interest in learning science. DGBL merges principles and strategies from the game and education fields. It is believed the combination of these two fields would enhance interest in learning science as well as assist students to understand highly conceptual subjects such as Chemistry. However, researchers face challenges to integrate principles of games into educational theories which are often too broad to be implemented in DGBL development. As such, this conceptual paper tries to discuss the potential of merging game principles and learning strategies in DGBL for teaching science concepts.
Accelerating Research
Robert Robinson Avenue,
Oxford Science Park, Oxford
OX4 4GP, United Kingdom
Address
John Eccles HouseRobert Robinson Avenue,
Oxford Science Park, Oxford
OX4 4GP, United Kingdom