DIGITAL LIBRARY
INCORPORATING COMPUTER GAMES FOR SCIENCE LEARNING - MALAYSIA'S EXPERIENCE
Monash University (AUSTRALIA)
About this paper:
Appears in: INTED2009 Proceedings
Publication year: 2009
Pages: 3716-3727
ISBN: 978-84-612-7578-6
ISSN: 2340-1079
Conference name: 3rd International Technology, Education and Development Conference
Dates: 9-11 March, 2009
Location: Valencia, Spain
Abstract:
Computer games are very popular among children, teenager as well as adults and could be easily accessed anytime and anywhere with the widespread availability of computer in Malaysia. We believe with the exposure and popularity, computer games could be exploited as another medium for teaching and learning in Malaysian schools. Therefore, we intended to investigate the possibilities of exploring the idea of adapting computer games specifically for Science teaching and learning in class. For that matter, we need to understand what are the features that might attract and motivate players to be engaged during the play session. 9 computer games were tested by 341 public school students across Selangor Darul Ehsan,Malaysia with data collected from surveys and observation sessions. The results showed that each individual computer games has its own pros and cons. The results from this study focused on recognizing how each games could benefit students for their Science learning and also highlighting how computer games could and should be incorporated during class session. Generally, students were positive with the idea of incorporating computer games as another pedagogy tool especially for Science.
Keywords:
digital games-based learning, computer-based learning, pedagogy instrument, science learning.