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Serious game design model for language learning in the cultural context
Digital learning environments have been gaining prominence during the last few years. In particular, the rising usage of mobile devices, including smartphones and tabs, has invited researchers to design and develop learning applications and games for such platforms. Mobile applications and games hav...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer US
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8964384/ https://www.ncbi.nlm.nih.gov/pubmed/35370439 http://dx.doi.org/10.1007/s10639-022-10999-5 |
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author | Ishaq, Kashif Rosdi, Fadhilah Zin, Nor Azan Mat Abid, Adnan |
author_facet | Ishaq, Kashif Rosdi, Fadhilah Zin, Nor Azan Mat Abid, Adnan |
author_sort | Ishaq, Kashif |
collection | PubMed |
description | Digital learning environments have been gaining prominence during the last few years. In particular, the rising usage of mobile devices, including smartphones and tabs, has invited researchers to design and develop learning applications and games for such platforms. Mobile applications and games have been developed for learning languages like many other domains. However, most of these games are fun-based and lack a holistic design and development approach. Therefore, as a principal contribution, this research presents a theoretical model for designing language learning games in a cultural context. The proposed model combines the elements of sociocultural theory with the concepts and elements of gamification, keeping in view the requirements and educational settings, including level and mode of education, etc., to ensure the effectiveness and usability of the developed game. Subsequently, based on the proposed model, a Language Learning Game (LLG) has been designed and developed through a systematic process that involves game design, low-fidelity, and high-fidelity prototyping and its validation. The LLG has been evaluated comprehensively at different stages by incorporating standard methods. Whereby this research augments the existing set of heuristics by proposing a number of specialized heuristics for the evaluation of serious games to gauge their conformance to the cultural context. The evaluation results show that the game has overall usability scores of 90%. While the quasi-experiment-based pre-test and post-test have been conducted, the results reveal that the results obtained by LLG are statistically significantly better than adopted mobile application and traditional group. |
format | Online Article Text |
id | pubmed-8964384 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Springer US |
record_format | MEDLINE/PubMed |
spelling | pubmed-89643842022-03-30 Serious game design model for language learning in the cultural context Ishaq, Kashif Rosdi, Fadhilah Zin, Nor Azan Mat Abid, Adnan Educ Inf Technol (Dordr) Article Digital learning environments have been gaining prominence during the last few years. In particular, the rising usage of mobile devices, including smartphones and tabs, has invited researchers to design and develop learning applications and games for such platforms. Mobile applications and games have been developed for learning languages like many other domains. However, most of these games are fun-based and lack a holistic design and development approach. Therefore, as a principal contribution, this research presents a theoretical model for designing language learning games in a cultural context. The proposed model combines the elements of sociocultural theory with the concepts and elements of gamification, keeping in view the requirements and educational settings, including level and mode of education, etc., to ensure the effectiveness and usability of the developed game. Subsequently, based on the proposed model, a Language Learning Game (LLG) has been designed and developed through a systematic process that involves game design, low-fidelity, and high-fidelity prototyping and its validation. The LLG has been evaluated comprehensively at different stages by incorporating standard methods. Whereby this research augments the existing set of heuristics by proposing a number of specialized heuristics for the evaluation of serious games to gauge their conformance to the cultural context. The evaluation results show that the game has overall usability scores of 90%. While the quasi-experiment-based pre-test and post-test have been conducted, the results reveal that the results obtained by LLG are statistically significantly better than adopted mobile application and traditional group. Springer US 2022-03-30 2022 /pmc/articles/PMC8964384/ /pubmed/35370439 http://dx.doi.org/10.1007/s10639-022-10999-5 Text en © The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2022 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic. |
spellingShingle | Article Ishaq, Kashif Rosdi, Fadhilah Zin, Nor Azan Mat Abid, Adnan Serious game design model for language learning in the cultural context |
title | Serious game design model for language learning in the cultural context |
title_full | Serious game design model for language learning in the cultural context |
title_fullStr | Serious game design model for language learning in the cultural context |
title_full_unstemmed | Serious game design model for language learning in the cultural context |
title_short | Serious game design model for language learning in the cultural context |
title_sort | serious game design model for language learning in the cultural context |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8964384/ https://www.ncbi.nlm.nih.gov/pubmed/35370439 http://dx.doi.org/10.1007/s10639-022-10999-5 |
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