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BORANG PENGESAHAN STATUS TESISR JUDUL: CHILD RIGHT BRAIN DEVELOPMENT THROUGH GAME BASED LEARNING SESI PENGAJIAN: 2 - 200812009 Saya HASLINDA AB HALIM mengaku membenmkan tesis (PSM) ini disimpan di Perpustakan Fakulti Teknologi Maklumat dan Komunikasi dengan syarat-syarat kegunaan seperti berikut: 1. Tesis dan projek adalah hakrnilik UNIVERSITI TEKNIKAL MALAYSIA, MELAKA. 2. Perpustakaan fakulti Teknologi Maklumat dan komunikasi dibenarkan membuat salinan untuk tujuan pengajian sahaja 3. Perpustakaan Fakulti Teknologi Maklumat dan Komunikasi dibenarkan untuk membuat salinan tesis ini sebagai bahan pertukaran antaxa institusi pengajian tinggi. 4. **Sila tandakan (/) SULIT (Mengandungi maklumat yang berdarjah keselamatan atau kepentingan Malaysia seperti yang termaktub di dalam AKTA RAHSIA RASMI 1972) TERHAD (Mengandungi maklumat terhad yang telah di tentukan oleh organisasilbadan di mana penyelidi kan / dijalankan) TIDAK TERHAD Alarnd Tetap: 1845 Jln Sempadan, Pmtg Tok Mahat, 14300 N.Teba1, S.P.S. P.Pinang (Pn.Norazlin Mohammed) CATATAN: **Tesis dimaksudkan sebagai Laporan Projek Sarjana Muda (PSM) ** Jika tesis ini SULIT atau TERHAD, sila lampirkan surat daripada pihak berkuasa

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Page 1: BORANG PENGESAHAN STATUS TESISR BRAIN …eprints.utem.edu.my/3292/1/Child_Right_Brain_Development_Through_Game... · BORANG PENGESAHAN STATUS TESISR ... mengaku membenmkan tesis (PSM)

BORANG PENGESAHAN STATUS TESISR

JUDUL: CHILD RIGHT BRAIN DEVELOPMENT THROUGH GAME BASED LEARNING

SESI PENGAJIAN: 2 - 200812009

Saya HASLINDA AB HALIM

mengaku membenmkan tesis (PSM) ini disimpan di Perpustakan Fakulti Teknologi Maklumat dan Komunikasi dengan syarat-syarat kegunaan seperti berikut:

1. Tesis dan projek adalah hakrnilik UNIVERSITI TEKNIKAL MALAYSIA, MELAKA.

2. Perpustakaan fakulti Teknologi Maklumat dan komunikasi dibenarkan membuat salinan untuk tujuan pengajian sahaja

3. Perpustakaan Fakulti Teknologi Maklumat dan Komunikasi dibenarkan untuk membuat salinan tesis ini sebagai bahan pertukaran antaxa institusi pengajian tinggi.

4. **Sila tandakan (/)

SULIT (Mengandungi maklumat yang berdarjah keselamatan atau kepentingan Malaysia seperti yang termaktub di dalam AKTA RAHSIA RASMI 1972)

TERHAD (Mengandungi maklumat terhad yang telah di tentukan oleh organisasilbadan di mana penyelidi kan

/ dijalankan) TIDAK TERHAD

Alarnd Tetap: 1845 Jln Sempadan, Pmtg Tok Mahat, 14300 N.Teba1, S.P.S. P.Pinang

(Pn.Norazlin Mohammed)

CATATAN: **Tesis dimaksudkan sebagai Laporan Projek Sarjana Muda (PSM) ** Jika tesis ini SULIT atau TERHAD, sila lampirkan surat daripada pihak berkuasa

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CHILD RIGHT BRAN DEVELOPMENT THROUGH GAME BASED LEARNING.

HASLINDA BINTI AB HALIM

This report is submitted in partial fulfillment of the requirements for the Bachelor of Computer Science (Media Interactive)

FACULTY OF INFORMATION AND COMMUNICATION TECHNOLOGY UNIVERSITI TEKNIKAL MALAYSIA MELAKA

2008

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DECLARATION

I hereby declare that this project report entitled

CHILD RIGHT BRAIN DEVELOPMENT THROUGHGAME BASED LEARNING

is written by me and is my own effort and that no part has been plagiarized

without citations.

STUDENT Date: 27 16 / o k , I

(HASLINDA AB HALIM)

SUPERVISOR : "c// ?l~p/ Date: 2-7& ! c y

/ - (PN. NORAZLIN MOHAMMED)

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iii

ACKNOWLEDGEMENTS

Bismillahirrahm~ahim.

First, Alhamdulillah and Thank You Allah S.W.T for give me strengths to finish my

PSM. There is a lot of experience, sweet and unhappy memories I gained in addition

to complete this project.

I would like to take this opportunity to thank my PSM supervisor, Pn. Norazlin

Mohammed for her guidance throughout the period of PSM. I am really appreciating

her assistance who giving me useful advice and all the valuable knowledge provided

in helping me to complete the documentation.

Finally, I also express my deep gratitude to my family, Eriends and those who

directly or indirectly helped me in completing this PSM documentation.

Thank you.

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ABSTRACT

The Adventure of Danny P. Brainy is a game based learning for preschool children to develop their right brain. Since research has been done for the Right Brain Education, it is not just imparting knowledge and skills but to create a well- balanced child who is creative, eager to learn and has the ability to maximize the use of his or her brain. This courseware is developed to keep the children's creative right brain active while they are playing. Children who play this game not only can have fun but also can stimulate their right brain development where according to Professor Dr. Shichida from Japan who famous with Shichida Method, the right brain is a genius brain than the left brain. This courseware comprises of three modules which are Under the Sea, Amazon Rainforest and Chocolate Cave. Each modul have a different elements that focusing into shapes and colour, numbering and alphabet recognition. All modules being represented through a game platform. The game was designed to have many graphic and animation to create a visual imagery in children right brain where the right brain usually learns through images. Other than that, this courseware using voiceover, sound effect, text animation and suitable effect to attract children's interest and attention. The methodology used while developing this project is ADDIE Model. The learning technique that use in this project is cognitive psychology. This game are develop mainly in platform Adobe Flash CS3 Professional.

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ABSTRAK

"The Adventure of Danny P.Brainy" ialah sebuah permaian pembelajaran untuk kanak-kanak tadika bagi membantu perkembangan otak kanan mereka. Menerusi kajian ywg telah dilakukan melalui Pembelajaran Otak Kanan, ianya bukan sahaja untuk menyampaikan pernbelajaran and kemahiran tetapi juga untuk membantu membentuk kanak-kanak menjadi seorng yang kreative, mempunyai perasaan ingin belajar clan keupayaan untuk menggunakan minda secara keseluruhan. Perisian khusus ini dibangunkan adalah untuk menggalakkan otak kanak kanak- kanak aktif semasa bermain. Dengan terhasilnya permainan ini, kanak-kanak bukan sahaja mendapat keseronokan bermain tetapi dalam pada masa yang sama &pat merangsang penggunaan otak kanan mereka dengan lebih kerap. Menurut Professor Dr. Shichida daripada Jepun yang mengasaskan program Shichida, otak kanan adalah otak yang genius berbanding otak kiri. Perisian ini mengandungi tiga modul pembelajaran iaitu Under the Sea, Amazon Rainforest dan Choclate Cave. Setiap modul mengandungi element pembelajaran yang berbeza iaitu mengenal bentuk,warna,nombor dan huruf. Semua modul dipersembahkan dalam bentuk permainan. Perisian ini direka dengan penggunaan garnbar dan animasi untuk membantu merangsang imaginasi minda kanan kanak-kanak dimana menerusi kajian yang dijalankan mengatakan penggunaan otak kanak adalah dengan melihat gambar. Selain itu, perisian ini mengandungi audio, animasi teks dan kesan-kesan khas yang sesuai untuk menarik minat kanak-kanak menggunakan perisian ini. Metodologi yang digunakan dalam perisian ini ialah Model ADDIE. Teknik pembelajaran yang digunakan adalah Psikologi Kognitive. Perisian ini dibangunkan menggunakan Adobe Flash CS3 Professional.

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TABLE OF CONTENTS

CHAPTER SUBJECT

ACKNOWLEDGEMENTS

ABSTRACT

ABSTRAK

TABLE OF CONTENTS

LIST OF TABLE

LIST OF FIGURE

CHAPTER I INTRODUCTION

1.1 Project Background

1.2 Problem Statement(s)

1.3 Objectives

1.4 Scope

1.5 Project Significance

1.6 Conclusion I

CHAPTER I1 LITERATURE REVIEW AND PROJECT

METHODOLOGY

2.1 Introduction

2.2 Domain

2.3 Existing System

2.3.1 Comparison of Existing System

2.4 Project Methodology

2.4.1 ADDIE Model

2.4.2 Instructional Design

2.5 Project Requirement

PAGE

iii

iv

v

vi

X

xi

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2.5.1 Software Requirement

2.5.2 Hardware Requirement

2.6 Conclusion

CHAPTER I1 I ANALYSIS

3.1 Current Scenario Analysis

3.2 Requirement Analysis

3.2.1 Project Requirement

3.2.2 Software Requirement

3.2.3 Hardware Requirement

3.2.4 Other Requirement

3.3 Project Schedule and Milestone

3.4 Conclusion

CHAPTER IV DESIGN

4.1 Introduction

4.2 System Architecture

4.3 Preliminary Design

4.3.1 Storyboard Design

4.3.2 Chardcter Profile

4.4 User Interface Design

4.4.1 Navigation Design

4.4.2 Inputloutput Design

4.4.3 Metaphors

4.5 Conclusion

CHAPTER V IMPLEMENTATION

5.1 Introduction

5.2 Media Creation

5.2.1 Production of Text

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5.2.2 Production of Graphic

5.2.3 Production of Audio

5.2.4 Production of Animation

5.3 Media Integration

5.4 Product Configuration Management

5.4.1 Configuration Environment Setup

5.4.2 Version Control Procedure

5.5 Implementation Status

5.6 Conclusion

CHAPTER VI TESTING

6.1 Introduction

6.2 Test Plan

6.2.1 Test User

6.2.2 Test Environment

6.2.3 Test Schedule

6.2.4 Test Strategy

6.3 Test Implementation

6.3.1 Test Description

6.3.2 Test Data

6.3.3 Test Result Analysis

6.3.3 Analysis Testing

6.4 Conclusion

CHAPTER VII PROJECT CONCLUSION

7.1 Observation on Weaknesses and Strengths

7.1.1 Project Weaknesses

7.1.2 Project Strength

7.2 Proposition for Improvement

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7.3 Contribution

7.4 Conclusion

REFERENCES

APPENDICES

APPENDIX A : Gantt Chart

APPENDIX B : Storyboard

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LIST OF TABLES

TABLE TITLE PAGE

Definitions and terms of games

Right Brain Development Area

Bloom et al.'s Taxonomy of the Cognitive Domain

Comparison of Existing System

Modules and their Description

Technical Analysis of game based learning

Technique and sources used

Software requirement in developing the courseware Hardware required in developing the courseware

Icons used in this project

InpuUOutput Specification for game based learning Text production

Version Control Procedure

Implementation status /

Minimum hardware requirement for testing

Schedule of testing activity

Functionality Testing by Multimedia Expertise

Usability Testing Form for Teacher

User Acceptance Testing Form for students

Test Data for Usability Testing

Test Data for Acceptance Testing

Test Data for Understanding Testing

Result of Functionality Testing

Result of Usability Testing

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6.1 1 Result of User Acceptance Testing

6.12 Result of Understanding Testing

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LIST OF FIGURES

DIAGRAM TITLE PAGE

Figure 2.1

Figure 2.2

Figure 2.3

Figure 2.4

Figure 2.5

Figure 2.6

Figure 2.7

Figure 3.1

Figure 3.2

Figure 3.3

Figure 3.4

Figure 4.1

Figure 4.2

Figure 4.3

Figure 4.4

Figure 4.5

Figure 4.6

Figure 5.1

Figure 5.2

Figure 5.3

Figure 5.4

Figure 5.5

Figure 5.6

Game Based Learning Model

Right and Left Brain Thinking

Pajama Sam 3

KidsPsych

Dora the Explorer

ADDIE Instructional Design Model

Game's flowchart

Pajama Sam Flow Chart

KidsPsych Flow Chart

Dora the Explorer Storyline

Game based Learning Flow Chart

System Architecture

Character (Diving)

Character (Spelunking/Cavqr)

Character (Backpacking)

Character (Formal)

Navigation Design

Example of text used in the project

Production of text from book

Example of text trace from book

Production of graphic from sketch picture

Production of graphic from book

Production of graphic from online resource

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DIAGRAM TITLE

Figure 5.7 Example production of graphic

Figure 5.8 Production of voiceover audio

Figure 5.9 Production audio from the internet

Figure 5.10

Figure 5.1 1

Figure 5.12

Figure 5.13

Figure 5.14

Figure 5.15

Figure 5.16

Figure 6.1

Figure 6.2

Production process to crate text animation

Example of production of text animation.

Production process to create graphic animation Example of production of graphic animation

Process of integration of all multimedia element Action script to link frame to fame

Action script to load movie

Result of Functionality Testing

Result of Understanding Testing

PAGE

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GBL

CNS

PNS

LIST OF ABBREVIATION

Game Based Learning

Central Nervous System

Peripheral Nervous System

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CHAPTER I

INTRODUCTION

1.1 Project Background

The implementation of this project is to stimulate and develop child right

brain through Game Based Learning (GBL). Game-Based Learning (GBL) is a

learning that is facilitated by the use of games specifically for an educational purpose

which is combines motivating aspects of computer games with learning. Research

has shown that learning is much more effective when the student has fun. Therefore,

GBL uses competitive exercises; either the students competes against each other or

getting them to challenge them in order to motivate them to learn better.

However, using GBL it is not only does the integration of learning with

gaming but it also stimulates creative thinking and motivates children to learn fiom

their mistakes. GBL often has a h t a s y element that engages players in a learning I

activity through a storyline. Thus, children who play game like adventure and role-

playing game, they must use the existing information and resources to solve the

problems posed for that character. This can stimulate children's ability to enter into

the adventures of others and recreate scenarios. These games often help heal a worry

in a child where they need to force themselves to complete the mission if they want

to know the ending of the game they have played.

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Since right brain development is always been encourage by parents and

teachers in early childhood years, this game can stimulate the usage of right brain.

As we know, human brain has two very different ways of thinking which is right

brain and left brain. The right brain of the brain focuses on the visual, and processes

information in an intuitive and simultaneous way, looking first at the whole picture

then the details, highly organized and enjoy touching and feeling actual

objects(sensory input). While the left brain is verbal, focusing on words, symbols,

numbers and processes information in an analytical and enjoy observing.

Usually, people who are more on using right brain are related to a creative

thinking person. Creative thinking helps in all areas of life. Think in a creative ways

can increase the creativity. Not all people have a creative thinking right after they are

born. An early stage as a child is the best time to stimulate creative thinking. As

children, they are not ready to learn in a heavy situation that can burden their mind

like imagine something them not familiar with and lots of thing they need to learn.

There is a way to get them involved in creative thinking which is not only making

f in with playing but also can gain knowledge through GBL.

Therefore, building fiom the above concepts, this courseware will include the

visual representation of a basic shape and colour; encounter the number one to

twenty and the alphabet. The name of the object will be shown on screen together

with auditory backing. Next the children need to differentiate the shape and the

colour beyond the sea creatures that will cover in first game. Second game will be

presented in a storytelling where children have to solve the problem consist of

number to end the story. For the third/game which cover alphabet, children need to

find the required alphabet to win the game. A pedagogical animated character is used

to create a f?iendly and interactive atmosphere to enhance the child's motivation.

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1.2 Problem Statement(s)

Computer games have become a popular childhood spare-time activity.

Children nowadays like to play computer game rather than reading. Usually children

waste their time playing game just for joy without gains any knowledge and that can

be usehl for them. By developing GBL, children not only playing otherwise the

game can effectively motivate them. Game can give innovations in creating learning

environments for children that are interesting to play. Thus, children will spend more

time with the program and encouraging them to use their right brain to solve the

problem.

In other way round, for child 4 to 6 years they can read but not accurately

know the meaning as well. They might imagine the different thing that can cause the

misconceptions of the subject. Here game based learning offers a new way of

learning. A computer game could get the preschool student attention for a significant

time span, outside lesson time and present them with experiences based on the

subject. This way the student is learning about the nature of the subject, correcting

their misconceptions and not even realizes that they are learning.

Moreover, this game are develop because it is difficult to find game

especially for child right brain development. Commonly, nowadays game style is for

left brain developments which are game for mathematic, science and involves

problem-solving using numbers. Parents usually learn how to raise a smarter child at

early 6 month after their child are born. The development of child right brain is one

of important brain developments that affects the way child's brain work and grow.

Right brain is good in high level strategic and creative thinking.

Other than that, using computer game as one of learning equipment can

expose preschool student using the technologies where we know nowadays

technologies become most popular device. Playing computer game also plays a

significant role in developing the effective use of IT-based information and

interactive resources.

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1.3 Objective

This project is developed mainly for the use of the children in encourage

them to stimulate their right brain to benefit the whole brain so the main focus

throughout the early years is on the right side of the brain. According to (Prof

Makoto Shichida, 2005) the right side of children brain calls the genius brain as it

develops first. Children who conquer the usability of right brain may excelled in

many areas including, higher IQs, bilingual and multilingual, intuitive, musical

abilities, artistic talents, emotional and personality traits and photographic memory.

Therefore, the objectives of this project are:

To carry a research to develop a GBL for preschool student that can helps

develop their right brain

This GBL motivate children to using their right brain and stimulate the

natural right brain abilities through the game activities which are Under

the Sea, Amazon Rainforest and Chocolate Cave.

To carry a research on learning techniques to be used in the courseware

This GBL is applying a cognitive leaning theory where creative thinking

as the learning approach using technique storytelling for stimulating the

idea production stage of creative thinking.

To design and develop an educational courseware prototype on helping

primary school children

The subject matters covee in this courseware are shapes and colours;

alphabet recognition and spelling; and numbering recognition limits to

twenty and counting.

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1.4 Scope

This game is developing for preschool student in 4 to 6 years to workouts

their right brain through playing. The game is an adventure game that will have three

modules which are three different places. Player can choose the place they want to

discover. The places are under the sea, Chocolate cave and Amazon rainforest. Every

place has different series of adventure where player assumes the role of a character in

a situation about what they have to do to accomplish the mission. In addition they

can learn new thing and make decisions to solve the problems that came out.

This game is using a storytelling technique that can stimulate the children to

imagine. The game also has a technique role playing game which player adopt a

character and collaborate with computer-controlled character to create a story. This

can increase their creative thinking to choose the character and outcome of the

experience playing the game. Beside, this game includes action and adventure where

learner can explore the places they have chosen.

The first module which is Under the Sea, the subject matters cover in this

game is colours and shape. Children can discover the under water world creatures

and on the other hand they need to define the shape and colour as the key of the cage.

They need to define the required shape and colours through the sea creatures.

The second module is Amazon rainforest which cover numbering that limits

to twenty. This game required children to discover the best solution to find a treasure

hunt. The problem encountering the usage of number where help children learn to

remember the number. The last module is Chocolate cave which consist of alphabet

learning. Children need to find the correct alphabet in order to make a correct

spelling word. The learning content included in all three of these modules is

developed based on the Cognitive Psychology Theory in Multimedia Learning that

studies mental processes including how people think, perceive, remember, and learn.

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1.5 Project Significance

This project will give benefit to preschool student in addition can increase

their creativity thinking. It also helps teachers as one of education learning for their

students. This game also can be one of products that help parents raise a smarter

child and adequate brain growth that increase children IQ. Completing the game

successfUlly requires a variety of skill including planning, counting, identifying

colours and shapes, reading maps and spelling. Game can be one of the best learning

equipment. It would be good to provide preschool student with an opportunity to find

extra information for self study where playing game can motivated to learn about the

content. Game based learning can offer great improvement in the effectiveness of

content delivery. It can very well motivate player where the player can decide to

repeat a lesson in the other hand, game maintain the engagement at the same time.

1.6 Conclusion

This chapter is an overview of what the game-based learning all about.

Games are powerfbl educational tools if used appropriately. Increasingly games are

being adapted for learning settings. They may have a strong motivating influence on

children. This chapter determines the overall understanding of the game based

learning and importance of it. Game based learning is an educational game that can

help child right brain development. Playing an educational game can motivate

children to learn and stimulate their creative thinking. Since children likes to play,

this project is for preschool student to help them stimulate creative thinking in order

to workouts their right brain. It also helping children recognize the computer

functions and make them familiar using the technologies. The next chapter will cover

literature review and project methodology.

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CHAPTER I1

LITERATURE REVIEW AND PROJECT METHODOLOGY

2.1 Introduction

This chapter will discuss deeper about literature review and methodology of

the project. A literature review is an evaluative report of information found in the

literature related to the area of research. It is more than the search for information.

According to researcher, literature review focused on the game based learning as the

approach. In developing effective materials of educational sohare, application of

principle of learning is needed. This chapter follows research regarding the aspects of

the Cognitive Psychology in Multimedia Learning and a comparative view regarding

the subject matter.

Cognitive Psychology in Multimedia Learning theory is a process of

influence learning and how learning oicurs from a change in mental state. It focuses

on the mental structures. Cognitive can be describes the way individuals think,

perceive and remember information, or their preferred approach to using such

information to solve problems. Using cognitive learning theory, learner can easily

acquired new information when they can associate it with things they have already

learned. One of most popular cognitive learning style is creative thinking.

Methodology refers more than a simplest set of methods. It is includes

concepts that is related to a particular discipline or field of inquiry. In other words, it

is a collection of theories, concepts or ideas and comparative study of different

approaches. From my research, game based learning is worthy using ADDIE Model.

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2.2 Domain

This section will explain regarding learning aspect through GBL for children

to develop their right brain. It is an overview of the theory behind right brain

workouts to develop listening, attention and the abilities of right brain to visualize

images and realization of those images physically. While the Cognitive Psychology

Theory in Multimedia Learning explain how it best derived as well as the multimedia

elements and a simple justification for its use in this project.

GBL is a branch of serious games that deals with applications that have

defined learning outcomes. Generally they are designed in order to balance the

subject matter with the game play and the ability of the player to retain and apply the

subject matter to the real world. Playing game is a great way of freeing up minds and

gathering new insights or idea to come in creative thinking. GBL or learns through

play is a combination motivating aspects of computer games with electronic learning

which is game and e-learning. It uses certain effective pedagogical technique to make

learning more effective.

From computer game and e-learning concept, the combination of two

concepts has become a GBL. A computer game has a well-structured beginning and

end. It is a well-known structure for interactive experience. Through this avenue of

game play, it can encourage children to become less distanced, to overcome their fear

of contact with the devices and to begin to explore the possibilities of the space.

Games often have a fantasy elemeni that engages players in a learning activity

through a storyline.

Game is an interactive, goal-oriented activity which features about problem

solving, applying ingenuity and competition. Playing game from the intellectual

challenge to the provision of multiple learning styles had an immediate part to play

in learning. In cognitive games style, playing is about to learn and delightful to play

and to share. Games have a number of advantages for learning environments.

Primarily they can effectively motivate learners.

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According to Juul (2003), a game is a rule-based formal system with a

variable and quantifiable outcome, where different outcomes are assigned different

values, the player exerts effort in order to influence the outcome, the player feels

attached to the outcome, and the consequences of the activity are optional and

negotiable.

"Game has different terminologies being used by different groups. When

games are defined as voluntary and fiee activity there is an emphasis upon using

games for leisure purposes and to give time for relaxation or breaks between

learning. In this way, definitions are formative for supporting the use of games in

practice. An example of the myriad of definitions and terms associated with games is

demonstrated in Table 2.1 : Definitions and terms of games, and this is why it will be

increasingly important for those engaged in producing games for learning, such as

games developers and educational content developers including tutors and trainers, to

begin to share some of the same definitions and approaches to the process of games

development and implementation, Stephen Heppell(2006)."

Table 2.1: Definitions and terms of games

Term used

Educational

games

Related or

synonymous terms

Computer games;

video games; serious

games; game-based

learning; instructional

games

Descriptions & references

G ~ e s in general can be defined in

surprisingly numerous ways, often changing

the way games are used and perceived

(Wittgenstein, 1958). Games as a series of

choices or as rule based play are popular

definitions. For the purposes of this report

educational games for learning are defined as:

applications using the characteristics of video

and computer games to create engaging and

immersive learning experiences for delivering

specified learning goals, outcomes and