A STEM game based learning apps model to enhance creativity among preschoolers / Najmeh Behnamnia

Although recent digital game-based learning studies have shown the possibility of creating new forms of learning and teaching, it is not clear how Digital Game-Based Learning (DGBL) applications can affect creativity and learning on young children. Hence, the main purpose of this thesis is to invest...

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Bibliographic Details
Main Author: Najmeh , Behnamnia
Format: Thesis
Published: 2021
Subjects:
Online Access:http://studentsrepo.um.edu.my/14573/1/Najmeh.pdf
http://studentsrepo.um.edu.my/14573/2/Najmeh_Behnamnia.pdf
http://studentsrepo.um.edu.my/14573/
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Summary:Although recent digital game-based learning studies have shown the possibility of creating new forms of learning and teaching, it is not clear how Digital Game-Based Learning (DGBL) applications can affect creativity and learning on young children. Hence, the main purpose of this thesis is to investigate whether DGBL technology (tablet and smartphone) can improve creativity and learning skills among children aged between 3 and 6. Thus, this thesis has reviewed the literature based on Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) principles. The results of the literature review showed that DGBL potentially affects students' ability to develop creative skills and critical thinking, knowledge transfer, acquisition of digital skills and experience, and a positive attitude toward learning. Then, the first experiment of this thesis examined which components of creativity based on the “Analyzing Children's Creative Thinking” (ACCT) framework of games can affect the level of learning in preschool children. According to the components found in creativity development from the first experiment, this research presented a single model of Science, Technology, Engineering & Mathematics (STEM)-based learning application to prove to enhance the learning of preschool children in the second experiment. In addition, in this thesis, a simple DGBL application has been designed and implemented to evaluate the model. The results show that the components of creativity can have a significant impact on the level of learning mathematics and in the next step positively affect science and engineering for preschool children. This thesis provides recommendations and suggestions on how to increase creative skills for motivating and improving learning outcomes in digital STEM games-based learning at the preschool level.