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Development of Module for Digital Game-Based Learning for Electrical Technology 1 Course
Date Issued
2021
Author(s)
Tee Tze Kiong
Khaireen Edlin Roslen
Andika Bagus Nur Rahma Putra
Risfendra
Yee Mei Heong
Mimi Mohaffyza Mohamad
Nurulwahida Azid
Abstract
Introduction – Digital game-based learning is widely referred to the use of digital games
to support the teaching and learning process. The basic idea behind the digital game-based
learning in the classroom is that, instead of memorization, quizzes and questions, digital
games help students in learning subjects based on context, which is part of an interactive
system.
Purpose – This study aims to develop a digital game-based learning instructional module
for Electrical Technology 1 based on Meyer’s model.
Methodology – Two sets of questionnaires were developed; the expert questionnaire with
29 items and the user survey which contain 20 items. These questionnaires were designed
to probe the suitability of the format, content and usability of the developed module.
Findings – The analysis on five experts reported their positive responses and they agree
with the suitability of the format, content and usability of the developed module.
Meanwhile, the analysis of the 10 users showed that the majority provided positive
responses in terms of the format and content of the module. Hence, the format, content,
and usability of the developed modules are appropriate.
Significance – It is suggested that future studies should test the effectiveness of the digital
game-based instructional module for Electrical Technology 1 on several aspects such as
attitude, interest and student achievement.
to support the teaching and learning process. The basic idea behind the digital game-based
learning in the classroom is that, instead of memorization, quizzes and questions, digital
games help students in learning subjects based on context, which is part of an interactive
system.
Purpose – This study aims to develop a digital game-based learning instructional module
for Electrical Technology 1 based on Meyer’s model.
Methodology – Two sets of questionnaires were developed; the expert questionnaire with
29 items and the user survey which contain 20 items. These questionnaires were designed
to probe the suitability of the format, content and usability of the developed module.
Findings – The analysis on five experts reported their positive responses and they agree
with the suitability of the format, content and usability of the developed module.
Meanwhile, the analysis of the 10 users showed that the majority provided positive
responses in terms of the format and content of the module. Hence, the format, content,
and usability of the developed modules are appropriate.
Significance – It is suggested that future studies should test the effectiveness of the digital
game-based instructional module for Electrical Technology 1 on several aspects such as
attitude, interest and student achievement.
Subjects
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Development of Module for Digital Game-Based Learning for Electrical Technology 1 Course.pdf
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