Amran, Nabil Assila (2013) Developing Personalized Mobile Game-Based Learning Application to Assist Standard 6 Students in Malaysia in Science Subject. [Final Year Project]
Thesis _13272_Nabil Assila Amran.pdf
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Abstract
The need to change to modern education system, emerging technology of mobile phones and the rapid penetration rate of smart phones has given birth to Mobile Learning. This project intends to develop a personalized mobile game-based learning application for Standard 6 students in Malaysia on Science subject, aimed to enhance learning experience through the mobile game-based learning application, as well as to increase interest on subject matter through fun learning approach in pursuit of excellent academic performances. A mix of quantitative and qualitative method is used in data analysis process, following the Mobile Game-Based Learning (mGBL) Engineering Model. User acceptance testing was conducted to understand usefulness of the application to target user. Results show that the MGBL manages to capture student’s interest in learning and that gaming approach does enhance learning experience by engaging the students in fun game play. Personalization feature that is adapted is a useful tool in promoting student-centered learning where student can take charge of their study, and be responsible for their study performance. It is hoped that this paper helped the society to understand the idea of mobile learning as the new way of learning for the benefit of the younger generation - Generation Y today.
Item Type: | Final Year Project |
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Departments / MOR / COE: | Sciences and Information Technology > Computer and Information Sciences |
Depositing User: | Users 2053 not found. |
Date Deposited: | 28 Feb 2014 11:48 |
Last Modified: | 25 Jan 2017 09:39 |
URI: | http://utpedia.utp.edu.my/id/eprint/13524 |