EFFECTS OF DIGITAL GAME-BASED LEARNING ON PRODUCT INNOVATION SKILLS DEVELOPMENT: COMPARATIVE ANALYSIS BETWEEN APPLIED ARTS AND APPLIED SCIENCE UNDERGRADUATE STUDENTS

被引:0
|
作者
Sian, Tan Bee [1 ]
Hoe, Tan Wee [2 ]
Ali, Ahmad Zamzuri Mohamad [3 ]
Soon, Chong Kim [4 ]
机构
[1] Tunku Abdul Rahman Univ Management & Technol, Fac Informat Technol & Comp, Kuala Lumpur, Malaysia
[2] Univ Coll Sedaya Int, Fac Social Sci & Liberal Arts, Kuala Lumpur, Malaysia
[3] Univ Pendidikan Sultan Idris, Fac Art Comp & Creat Ind, Tanjong Malim, Malaysia
[4] Univ Coll Sedaya Int, Fac Engn Technol & Built Environm, Kuala Lumpur, Malaysia
来源
MALAYSIAN JOURNAL OF LEARNING & INSTRUCTION | 2024年 / 21卷 / 02期
关键词
Digital game-based learning; product innovation skills; undergraduates; problem-solving; creativity; CRITICAL-THINKING; VIDEO GAMES; HIGH-SCHOOL; DESIGN; PERCEPTIONS; EXPERIENCE; CREATIVITY;
D O I
10.32890/mjli2024.21.2.12
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Purpose This study investigates how Digital Game-based Learning (DGBL) impacts the development of product innovation skills among undergraduate students, comparing the performance of students across different disciplines-Applied Arts (AA) and Applied Sciences (AS). Methodology The study involved 80 undergraduate students: 40 students pursuing an AA degree and 40 pursuing an AS degree. The design of the innovation game incorporated cognitivist learning strategies based on Bloom's taxonomy. Innovation skills were evaluated through an open-ended achievement test. Findings The study revealed that DGBL effectively enhances product innovation skills by integrating cognitive strategies, and Bloom's Taxonomy into guided answers, and open-ended achievement tests. AS students excelled in problem identification and idea creation, while AA students emphasised psychological, emotional factors and visualisation representation. Significance The findings suggest promoting interdisciplinary collaboration among educators and policymakers to integrate aesthetics and technological knowledge. This approach enables students from diverse disciplines to leverage their strengths for holistic innovation. For practical applications, game designers and educators can model product innovation steps, offer guided answers, track progress and award virtual badges. The open-ended achievement test is a valuable tool for assessing innovation skills across diverse student backgrounds. Future studies should focus on integrating cognitivism and constructivism in collaborative learning, using generative AI- assisted assessment, and bridging virtual idea generation with real- world product idea pitching using voice-input technologies. In conclusion, this study provides practical guidelines for implementing DGBL in product innovation, influencing education, policy-making, and design practices.
引用
收藏
页码:357 / 386
页数:30
相关论文
共 50 条
  • [31] Effects of a Game-Based e-Learning Module on Undergraduate Food Science Students' Planned Behaviors Concerning Good Manufacturing Practices
    Stevenson, Clinton D.
    Porter, Kinsey
    Stevenson, Kathryn T.
    JOURNAL OF FOOD SCIENCE EDUCATION, 2018, 17 (04): : 111 - 117
  • [32] The effects of game-based learning in the acquisition of "soft skills" on undergraduate software engineering courses: A systematic literature review
    Garcia, Ivan
    Pacheco, Carla
    Mendez, Francisco
    Calvo-Manzano, Jose A.
    COMPUTER APPLICATIONS IN ENGINEERING EDUCATION, 2020, 28 (05) : 1327 - 1354
  • [33] EFFECTS OF DIGITAL GAME-BASED LEARNING IN STEM EDUCATION ON STUDENTS' MOTIVATION: A SYSTEMATIC LITERATURE REVIEW
    Ilic, Jelena
    Ivanovic, Mirjana
    Klasnja-Milicevic, Aleksandra
    JOURNAL OF BALTIC SCIENCE EDUCATION, 2024, 23 (01): : 20 - 36
  • [34] Evaluating the Long-Term Impacts of an Applied Interdisciplinary Product Development Curriculum on Food Science, Nutrition, and Packaging Science Undergraduate Students
    Condrasky M.
    Halteman B.
    Sharp J.
    Darby D.
    Journal of Culinary Science and Technology, 2020, 18 (04): : 333 - 345
  • [35] Effect of game-based learning on students' mathematics high order thinking skills: A meta-analysis
    Anggoro, Bambang Sri
    Dewantara, Andi Harpeni
    Suherman, Suherman
    Muhammad, Rosida Rakhmawati
    Saraswati, Sari
    REVISTA DE PSICODIDACTICA, 2025, 30 (01):
  • [36] Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics
    Chun-Ming Hung
    Iwen Huang
    Gwo-Jen Hwang
    Journal of Computers in Education, 2014, 1 (2-3) : 151 - 166
  • [37] Learner engagement in digital game-based vocabulary learning and its effects on EFL vocabulary development
    Zhang, Ruofei
    Zou, Di
    Cheng, Gary
    SYSTEM, 2023, 119
  • [38] Developing students' self-regulated learning strategies to facilitate vocabulary development in a digital game-based learning environment
    Yang, Yu-Fen
    Lee, I-Chun
    Tseng, Christine Chifen
    Lai, Siao-Cing
    JOURNAL OF RESEARCH ON TECHNOLOGY IN EDUCATION, 2024,
  • [39] Interdisciplinary Art Learning Through Artistic Digital Game-Based Learning (DGBL): Evaluating Learning Outcomes and Processes Among Science and Engineering Students
    Zhou, SiBo
    Bakhir, Norfarizah Mohd
    EMPIRICAL STUDIES OF THE ARTS, 2025, 43 (01) : 584 - 617
  • [40] Effects of microworld game-based approach on neuromuscular disabled students learning performance in elementary basic science courses
    Khamparia, Aditya
    Pandey, Babita
    Mishra, Brijendra Pratap
    EDUCATION AND INFORMATION TECHNOLOGIES, 2020, 25 (05) : 3881 - 3896