Seybold Report ISSN: 1533-9211
Teo Siew Fang¹* , Junaini Kasdan¹, Siti Fadzilah Mat Noor²
¹Institut Alam dan Tamadun Melayu (ATMA)
Universiti Kebangsaan Malaysia, 43600 UKM Bangi, Selangor, Malaysia
²Pusat Teknologi dan Pengurusan Perisian, Fakulti Teknologi dan Sains Maklumat
Universiti Kebangsaan Malaysia, 43600 UKM Bangi, Selangor, Malaysia
(Corresponding author: p104632@siswa.ukm.edu.my)
4 nadia_nabila@msu.edu.my
Vol 17, No 10 ( 2022 ) | Licensing: CC 4.0 | Pg no:2334-2346 | Published on: 31-10-2022
Abstract
The gamification approach is one of the game-based teaching methods in the 21st-century learning trend. Eja²BM is a digital game designed for teaching and learning based on Malay language abilities, particularly spelling. Based on past research, the spelling aspect is emphasised since students in higher education institutions continue to make frequent spelling errors. Therefore, the purpose of this research is to design a gamification application based on Malay spelling to address this issue. A random sample of 25 undergraduate students participated in a pre-test by completing a questionnaire on their background and user requirements. Earlier work included the creation of the Rakan Bahasa video kit (F.1896) and the RakanBM mobile application (UKM.IKB.800-4/1/3954). The gamification of Eja²BM is a continuation of the preceding development. Five stages from Rosset's (1987) ADDIE (Analysis, Design, Development, Implementation, and Evaluation) methodology are incorporated into the creation of Eja²BM. In order to create gamification for innovation in gadgets, the MDA (Mechanics, Dynamics, and Aesthetic) framework is employed as a design template. This application is a story-driven simulation which incorporates aspects of Malay culture, specifically traditional Terengganu Malay dwellings and folk songs. Eja²BM gamification focuses on foundational terms and individual words that are frequently misspelt, and it incorporates a number of engaging instructional features, such as animation, music, and quiz games, into the course's core material, each of which is adapted to the student's current proficiency level. Previous studies have shown that students' attitudes and actions can be influenced by digital media, making the teaching and learning process more engaging, stimulating, and entertaining. With constructive use of the gamification approach, the ease of teaching and learning the Malay language would be better improved, thus its status elevated.
Keywords:
ADDIE model, gamification, innovation, Malay spelling, teaching and learning