Analogue Clock Game Using Game-Based Learning Approach: Cuckoo, It’s Learning Time!

Lee, Pei Xiu (2023) Analogue Clock Game Using Game-Based Learning Approach: Cuckoo, It’s Learning Time! [Final Year Project Report] (Unpublished)

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Abstract

A circular-faced analogue clock has a face with numerals from one to twelve and three hands: an hour hand, a minute hand, and a second hand. The shortest hand measures hour, the longest and static hand measures minute and the moving hand is the second hand. Ministry of Education (MOE) in Malaysia has introduced a topic related to analogue clock in Primary three student textbook. Through this action, MOE is emphasizing the importance of teaching analogue clock time telling skills to children at a young age. This project aims to develop a game that teach Primary three student on how to read an analogue clock using game-based learning approach. In this project, a methodology named outcome-based methodology is implemented. The outcome-based methodology contains nine phases which are determining the learning outcomes, determine the genre of the game, write the game premise, design LO mechanics, design other elements related to the LO mechanics, implement the LO mechanic and other related elements, and integrate previous mechanics, playtest and evaluate, integrate all elements and playtest and evaluate the game again. An interview session was done with a teacher who use to teach English in school to come out with relevant learning outcomes for the game. From the interview sessions, there are four learning outcomes determined which are (1) learn how to read the analogue clock by spinning the hour and minute hand and play the sound, (2) Read the statement of the analogue clock and choose the correct picture, (3) read the statement of the analogue clock and adjust the hour and minute hand to the correct position and (4) Test pupils understanding towards analogue clock time telling skills. Lastly, testing will be conducted on players to determine the difference between before and after playing the game in order to determine the effectiveness of the game developed

Item Type: Final Year Project Report
Additional Information: Project report (B.Sc.) -- Universiti Malaysia Sarawak, 2023.
Uncontrolled Keywords: analogue clock, learning approach, effectiveness
Subjects: L Education > L Education (General)
Q Science > Q Science (General)
Divisions: Academic Faculties, Institutes and Centres > Faculty of Computer Science and Information Technology
Faculties, Institutes, Centres > Faculty of Computer Science and Information Technology
Academic Faculties, Institutes and Centres > Faculty of Computer Science and Information Technology
Depositing User: Patrick
Date Deposited: 10 Jan 2024 06:55
Last Modified: 10 Jan 2024 06:55
URI: http://ir.unimas.my/id/eprint/44049

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