This article presents an approach to user testing of mobile game-based learning (mGBL) applications by adapting four testing components: Game Usability, Mobility, Playability, and Learning Content. Each of the components represents the issues to be considered and evaluated for a mGBL. Therefore, the testing will know whether mGBL applications are well met each those needs of the components. 20 users were selected to play three different mGBL applications, and then they tested the game by completing testing forms. Users need to indicate whether each mGBL application met the need for each testing components. The findings show that users successfully played and completed all testing forms. The study provides intensive review of mGBL characteristics that can be useful and may be of interest to game developers.
The learning experiences through mobile device can be expected from the learning activities and the mobile contents such as games and mobile applications. This paper presents an approach to develop a mobile game-based learning (mGBL) by adapting a review of learning theories and approaches. The review reveals a few characteristics that interconnected to the mGBL. In adapting the characteristics, mGBL is developed based on the concept of values in 1Malaysia. The approach reveals that the mGBL is considered successfully developed. The main deliverables of this study are the mGBL characteristics mapped with learning theories and approaches, the mGBL application and the development stages. The developed mGBL has potential to be a learning tool and marketed since it seems unique to Malaysia. The development stages employed to the mGBL development were successfully implemented, simple to follow, and provided an easy guideline for developer to develop similar concept of mGBL.
Conceptual model of mobile augmented reality (AR) for cultural heritage site based on enjoyable informal learning aspect is proposed to help technical or content developers to develop mobile AR application specifically for cultural heritage site that include enjoyable learning aspect. The conceptual model provides appropriate content, navigation and user interface design, interactivity, features, hardware, and process for providing informal learning in enjoyable way at cultural heritage site using mobile AR. The conceptual model consists of three structures, six components, and twenty nine elements. The usage of conceptual model is flexible which can be implemented according to developer’s needs and preferences.
Computational thinking (CT) is a fundamental skill which is not limited to professional computing or programming scientists. Instead, CT skill assists teachers and students to think of new ways to understand problem and try to solve it. By using computational thinking skills, students will be guided step-by-step strategy to solve real problems which could be applied to various fields. In this study, game based learning (GBL) is identified as one of the learning approaches that could utilized CT skill in a learning environment. Therefore, a survey has been conducted to get responses from students and teachers on their understanding about CT, and how it relates with GBL, and problem solving
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