Arabic ID-DGBL :an instructional design (ID) model for e-arabic teaching and learning
Educational games have been among teaching and learning aids in many disciplines of knowledge. The games are varying between traditional non-computer games computer or digital games. Every mode of educational games has its own history of existing, design and development frameworks, related learning...
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Main Authors: | , , |
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Format: | Conference or Workshop Item |
Language: | English |
Published: |
2012
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Online Access: | http://irep.iium.edu.my/18049/1/Arabic_ID-DGBL_-_ID_1072_IRIIE_2012.pdf http://irep.iium.edu.my/18049/ http://www.iium.edu.my/irie/sub/author/list_p.php |
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Summary: | Educational games have been among teaching and learning aids in many disciplines of knowledge. The games are varying between traditional non-computer games computer or digital games. Every mode of educational games has its own history of existing, design and development frameworks, related learning theories, evaluation frameworks, development tools, genres of different games, findings and implications on certain fields, learners, theories, and so on.
This research project presents a report of case study that was conducted in Centre for Foundation Studies (CFS), International Islamic University Malaysia (IIUM) to design, develop and evaluate an online Arabic e-learning game among pre-university learners of Non-Arabic native speakers. The research process of this project begun with the literature analysis of 3 related theories of Nation [2003], Prensky [2007] and Mayer [2007]. The design and development of this games prototype are modeled on the methods and approaches of design and development research or DDR [Richey and Klein, 2007], or formerly known as developmental research [Richey, Klein and Nelson, 2004].
The prior needs analysis for the design and development of this games prototype was conducted among 113 out of 133 learners, and the correlational study was conducted after completion of this prototype among 100 learners in 3 different academic semesters. The completed report comprises of composite scores of main constructs of quantitative questionnaire in terms of learners’ perception, concentration, immersion and knowledge improvement, its mean scores, correlational analysis, and qualitative findings from interview sessions, think-aloud methods, open-ended questionnaires, testimonials and class observation.
Prior to completion of this research project, the partial findings from this case study have been presented in several international conferences, research exhibitions and published in reviewed journal and book chapters. This study has indicated a degree of usability, practicality and effectiveness on online games application in Arabic language learning among elementary or beginner learners in CFSIIUM (Muhammad Sabri, 2011). The URL for this games prototype is http://www.arabic-games-iium.net. This Arabic educational DGBL is now used and linked with several learning and research institutions such as My-Arabic at CELPAD, IIUM (Link : http://myarabic.e-celpad.com/), Malaysian Foundation of Innovation (Link : http://www.yim.my/databank/index.cfm?menuid=5&action=show&ib=128&), and educational blog in Arabic learning such as http://mari-belajar-bahasa-arab.blogspot.com/. |
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