Circuit Smart: Understanding Electricity through Collaborative Learning and Gamification

Authors

  • Serena Clare Christopher Universiti Malaysia Sarawak
  • Patcey Ranchak Anding Universiti Malaysia Sarawak
  • Noradzahar Hussaini Universiti Malaysia Sarawak
  • Celina Stephen Universiti Malaysia Sarawak
  • Loy Vi-Vian Universiti Malaysia Sarawak

DOI:

https://doi.org/10.33736/jcshd.5475.2023

Keywords:

Game design thinking, science, electricity, collaborative learning, gamification

Abstract

This paper explores the use of gamification in providing solutions to overcome learning problems related to electricity on series and parallel circuits in Science for Primary Year 5. The two primary schools involved were located in the rural districts of Betong and Lubok Antu in Sarawak. The use of game design thinking as a learning approach was utilised to facilitate the creation of educational games. The games produced were inspired by modern and traditional games. Several modifications were re-designed for the game elements to appropriately suit the learning context and logistics involved. The games consisted of both online and physical means of conduct where participants were able to collaborate between two schools as well as among themselves as a group. The findings obtained by the participants as the players of the games revealed the effectiveness of the games with the combination of computer-supported and collaborative learning in helping them understand the Science topic through play. Additionally, the implementation of online communication, collaborative activities, and sharing of knowledge was accomplished between the two schools via the Internet. 

References

Adnan, M., Shaharudin,, S., Abd Rahim, B. H., & Ismail, S. M. (2020). Quantification of physical activity of Malaysian traditional games for school-based intervention among primary school children. Journal of Taibah University Medical Sciences, 15(6), 486-494. https://doi.org/10.1016/j.jtumed.2020.09.006

https://doi.org/10.1016/j.jtumed.2020.09.006

Arnab, S., Mahon, D., Masters, A., Morini, L., Minoi, J.-L., & Mohamad, F. S. (2021). Towards the mapping of learning, playful, and frugal aspects for developing 21st century competencies and resilience. In Proceedings of 15th European Conference on Game-Based Learning, 14-24. Retrieved from https://search.proquest.com/openview/9ec13e5206d1e27ad6c0daba861533ff/1?pq-origsite=gscholar&cbl=396495

Brull, S., & Finlayson, S. (2016). Importance of gamification in increasing learning. The Journal of Continuing Education in Nursing, 47(8), 372-375. https://doi.org/10.3928/00220124-20160715-09

https://doi.org/10.3928/00220124-20160715-09

Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162-1175. https://doi.org/10.1080/10494820.2014.964263

https://doi.org/10.1080/10494820.2014.964263

Chuah, K.-M., Mohamad, F. S., Minoi, J.-L., & Kabilan, M. K. (2021). Of marbles and Minecraft: Designing STEM educational games for culturally diverse young learners in Malaysia. 2021 World Engineering Education Forum/Global Engineering Deans Council, 44-49. https://doi.org/10.1109/WEEF/GEDC53299.2021.9657214

https://doi.org/10.1109/WEEF/GEDC53299.2021.9657214

Coleman, M. C. (2016). Design thinking and the school library. Knowledge Quest, 44(5), 62-68.

Dudovskiy, J. (2022). The ultimate guide to writing a dissertation in business studies: A step-by-step assistance (6th ed.). Business Research Methodology. Retrieved from https://research-methodology.net/research-methods/data-collection/

Estriegana, R., Medina-Merodio, J.-A., Robina-Ramírez, R., & Barchino, R. (2021). Analysis of cooperative skills development through relational coordination in a gamified online learning environment. Electronics, 10(16), 2032-2052. https://doi.org/10.3390/electronics10162032

https://doi.org/10.3390/electronics10162032

Ghipit, M. A., Abdullah, M. R., Musa, R. M., Kosni, N. A., Maliki, A. B. H. M., & Faculty of Applied Social Sciences, Universiti Sultan Zainal Abidin, Terengganu, Malaysia. (2017). The effect of traditional games intervention programme in the enhancement school-age children's motor skills: A preliminary study. Movement, Health & Exercise, 6(2), 157-169. http://dx.doi.org/10.15282/mohe.v6i2.142

https://doi.org/10.15282/mohe.v6i2.142

Halevy, N. (2016). Strategic Thinking. In J. M. Olson & M. P. Zanna (Eds.), Advances in Experimental Social Psychology (pp. 1-66). Elsevier Academic Press. https://doi.org/10.1016/bs.aesp.2016.03.001

https://doi.org/10.1016/bs.aesp.2016.03.001

Kabir, S. M. S. (2016). Basic guidelines for research: An introductory approach for all disciplines (1st ed.). Book Zone Publication. Retrieved from https://www.researchgate.net/publication/325846997_METHODS_OF_DATA_COLLECTION

Kalogiannakis, M., Papadakis, S., & Zourmpakis, A.-I. (2021). Gamification in science education. A systematic review of the literature. Education Sciences, 11(1), 1-36. https://doi.org/10.3390/educsci11010022

https://doi.org/10.3390/educsci11010022

Kasser, S. L., & Liebermen, L. J. (2003). Maximising learning opportunities through activity modification. Teaching Elementary Physical Education, 14(3), 19-22. Retrieved from http://hdl.handle.net/20.500.12648/2465

Kernbach, S., & Nabergoj, A. S. (2018). Visual design thinking: Understanding the role of knowledge visualisation in the design thinking process. 22nd International Conference Information Visualisation, 362-367. https://doi.org/10.1109/iV.2018.00068

https://doi.org/10.1109/iV.2018.00068

Masyhuri, S. F., & Suherman, W. S. (2020). The traditional game learning model for the elementary school student character building. In 4th International Conference on Sport Science, Health, and Physical Education, 21, 9-13. https://doi.org/10.2991/ahsr.k.200214.003

https://doi.org/10.2991/ahsr.k.200214.003

McCombes, S. (2019, September 19). Sampling methods | Types, techniques & examples. Scribbr. Retrieved from https://www.scribbr.com/methodology/sampling-methods/

Meske, C., Brockmann, T., Wilms, K., & Stieglitz, S. (2017). Social collaboration and gamification. In Stieglitz, S., Lattemann, C., Robra-Bissantz, S., Zarnekow, R., Brockmann, T. (Eds.). Gamification, 93-109. https://doi.org/10.1007/978-3-319-45557-0_7

https://doi.org/10.1007/978-3-319-45557-0_7

Minoi, J.-L., Mohamad, F., Arnab, S., Phoa, J., Morini, L., Beaufoy, J., Lim, T., & Clarke, S. (2019). A participatory co-creation model to drive community engagement in rural indigenous schools: A case study in Sarawak. Electronic Journal of e-Learning, 17(3), 173-183. https://doi.org/10.34190/JEL.17.3.001

https://doi.org/10.34190/JEL.17.3.001

Preston, C. M., Hubber, P. J., & Xu, L. (2022). Teaching about electricity in primary school multimodality and variation theory as analytical lenses. Research in Science Education, 52(3), 949-973. https://doi.org/10.1007/s11165-022-10047-9

https://doi.org/10.1007/s11165-022-10047-9

Surendeleg, G., Murwa1, V., Yun, H.-K., & Kim, Y. S. (2014). The role of gamification in education - A literature review. Contemporary Engineering Sciences, 7(29), 1609-1616. http://dx.doi.org/10.12988/ces.2014.411217

https://doi.org/10.12988/ces.2014.411217

Thoring, K., & Müller, R. M. (2011). Understanding the creative mechanisms of design thinking: An evolutionary approach. Proceedings of the Second Conference on Creativity and Innovation in Design, 137-147. https://doi.org/10.1145/2079216.2079236

https://doi.org/10.1145/2079216.2079236

White, J. (2021). The frugal life and why we should educate for it. London Review of Education, 19(1), 1-12. https://doi.org/10.14324/LRE.19.1.13

https://doi.org/10.14324/LRE.19.1.13

Zwarthoed, D. (2015). Creating frugal citizens: The liberal egalitarian case for teaching frugality. Theory and Research in Education, 13(3), 286-307. https://doi.org/10.1177/1477878515606620

https://doi.org/10.1177/1477878515606620

Downloads

Published

2023-03-31

How to Cite

Serena Clare Christopher, Patcey Ranchak Anding, Noradzahar Hussaini, Celina Stephen, & Loy Vi-Vian. (2023). Circuit Smart: Understanding Electricity through Collaborative Learning and Gamification. Journal of Cognitive Sciences and Human Development, 9(1), 42–62. https://doi.org/10.33736/jcshd.5475.2023