Table of Contents
Preface
Acknowledgments
About this Book
About the Editors
Chapter 1. Incorporating Game Theory and Gamification in the Educational Context
D. Lim Yie¹, M. Sanmugam², PhD, W. A. J. W. Yahaya³, PhD, and K. N. Chee4, PhD
¹,²,³Centre for Intructional Technology & Multimedia, Universiti Sains Malaysia, George Town, Malaysia
4Universiti Pendidikan Sultan Idris, Tanjung Malim, Malaysia
Chapter 2. Children’s Reading Games Module Using Android Technology Applications
H. H. Baharudin and A. H. Masnan
Department of Early Childhood Education, Faculty of Human Development, Universiti Pendidikan Sultan Idris
Chapter 3. Gamifying Learning for ESL Learners in Higher Institutions
N. Y. K. Zakaria¹,², S. N. A. Rabu³, PhD and A. Abdullah¹, PhD
¹School of Educational Studies, Universiti Sains Malaysia, Universiti Sains Malaysia, Penang, Malaysia
²Faculty of Education, Universiti Kebangsaan Malaysia, UKM, Bangi, Malaysia
³Centre for Instructional Technology & Multimedia, Universiti Sains Malaysia, Universiti Sains Malaysia, Penang, Malaysia
Chapter 4 . The Effect of Digital Game-Based Learning on Students’ Achievement in Sewing
A. Sanderasaidar¹, N. D. Abd Halim² and N. N. Zulkifli³
¹Sekolah Kebangsaan Sungai Kapal, Pengerang, Johor, Malaysia
²School of Education, Faculty of Social Science and Humanities, Universiti Teknologi Malaysia, Skudai, Johor, Malaysia
³Faculty of Humanities, Management and Science, Universiti Putra Malaysia Bintulu Campus Sarawak, Bintulu, Malaysia
Chapter 5. Gamified Learning Experience and Adaptation of Malaysian Warriors: User Interface by the ADDIE Model
S. Shawalludin¹,², M. Sanmugam², S. N. A. Rabu², N. A. M. Salim¹ and A. A. Rahman³
¹Faculty of Art & Design, Universiti Teknologi MARA Kedah Branch, Merbok, Kedah, Malaysia
²Centre for Intructional Technology & Multimedia, Universiti Sains Malaysia, Gelugor, Penang, Malaysia
³Academy Language Studies, Universiti Teknologi MARA Kedah Branch, Merbok, Kedah, Malaysia
Chapter 6. Gamified-Based Learning: Introducing Recycling with an Added Epoch of Technology
M. Sanmugam¹, PhD, I. Irwan Mahazir², PhD, K. N. Chee³, PhD, and D. Lim Yie4
¹,²,4Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, George Town, Malaysia
³Universiti Pendidikan Sultan Idris, Tanjung Malim, Malaysia
Chapter 7. Developing Higher-Order Thinking Skills (HOTS) via Games: Perspective of Science Trainee Teachers
W. S. Silmi¹, M. M. Ibrahim¹, PhD, K. A. Jamaludin², PhD, M. T. Borhan¹, PhD, and M. S. Rosli³, PhD
¹Faculty of Science and Mathematics, Universiti Pendidikan Sultan Idris, Perak, Malaysia
²Faculty of Education, Universiti Kebangsaan Malaysia, Selangor, Malaysia
³School of Education, Faculty of Social Sciences and Humanities Universiti Teknologi Malaysia, Malaysia
Chapter 8. Blending Gamification and Virtual Reality (VR) for Malaysian Pre-School Animal Education
Rosfuzah Roslan¹, ², A. F. Mohd Ayub² and Rosliana Roslan³
¹Centre for Diploma Studies (CeDS), Universiti Tun Hussein Onn Malaysia (UTHM), Johor, Malaysia
²Faculty of Educational Study, Universiti Putra Malaysia (UPM), Selangor, Malaysia
³Language Studies Department, Universiti Teknologi MARA (UiTM), Kedah, Malaysia
Chapter 9. Graphic Design Roles in Gamification: Malaysia’s Cross-Cultural Traditional Board Games
S. Shawalludin¹, M. Sanmugam², J. Jamaludin¹, S. F. Ibrahim¹ and Z. Badri³
¹Faculty of Art and Design, Universiti Teknologi MARA Kedah Branch, Merbok, Kedah, Malaysia
²Centre for Intructional Technology and Multimedia, Universiti Sains Malaysia, Gelugor, Penang, Malaysia
³Academy Language Studies, Universiti Teknologi MARA Kedah Branch, Merbok, Kedah, Malaysia
Chapter 10. The Attributes and Characteristics of Visual Aesthetics in Gamification
S. N. Baharom¹, PhD, and N. H. Zolkifly²
¹Faculty of Art and Design, Universiti Teknologi MARA, Perak Branch, Perak, Malaysia
²Department of Business and Management, Universiti Teknologi MARA, Perak Branch, Perak, Malaysia
Chapter 11. Gamification and Its Acceptance in Educational Related Fields for 2020-2021
M. S. Rosli¹, N. S. Saleh², A. M. Ali³, S. A. Bakar³ and M. M. Ibrahim4
¹School of Education, Faculty of Social Sciences and Humanities, Universiti Teknologi Malaysia, Skudai, Johor, Malaysia
²Department of Social Science, Centre for General Studies and Co-Curricular, Universiti Tun Hussein Onn Malaysia, Batu Pahat, Johor, Malaysia
³School of Human Resource Development and Psychology, Faculty of Social Sciences and Humanities, Universiti Teknologi Malaysia, Skudai, Johor, Malaysia
4Department of Chemistry, Faculty of Science and Mathematics, Universiti Pendidikan Sultan Idris, Tanjong Malim, Perak, Malaysia
Chapter 12. Gamification in Final Year Projects: Best Practices in the Bachelor of Design in Digital Games Programmes
E. M. Saari, PhD, and W. H. Tan, PhD
Creative Multimedia Department, Faculty of Art, Computing and Creative Industry, Universiti Pendidikan Sultan Idris, Malaysia
Chapter 13. Learning Using Personalized Gamified App: Theory and Design
N. A. M. Mokmin, PhD
Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia
Chapter 14. Paucity of the Theoretical Foundation in Educational Gamification Research
L. Abdul Ghafar and N. Md Noor
School of Education, Faculty of Social Science and Humanities, Universiti Teknologi Malaysia, Malaysia
Chapter 15. Development of SciComp: Gamification for Basic Computational Thinking
I. A. Bahrudin, A. Ismail, PhD, A. Ali, PhD, S. Hashim, PhD, N. S. Abdullah, PhD, and M. A. Abdul Razak
UTHM-Labtech Digital Innovation Centre, Universiti Tun Hussein Onn Malaysia, Batu Pahat Johor, Malaysia
Chapter 16. A Preliminary Study on Students’ Perception in Using Gamification to Learn ESP
A. A. A. Rahim, PhD, M. M. A. Ali, PhD, N. Y. Khamis, PhD, and M. S. Z. A. Majid
Centre for Modern Languages, Universiti Malaysia Pahang, Pekan, Pahang, Malaysia
Chapter 17. The Practice of Gamification in Higher Education: A Systematic Review
N. H. Che Lah¹, N. F. Jumaat² and Y. S. Wong³
¹,³Computing Department, Faculty of Art, Computing and Creative Industry, Universiti Pendidikan Sultan Idris, Malaysia
²School of Education, Faculty of Social Sciences and Humanities, Universiti Teknologi Malaysia, Malaysia
Chapter 18. Preschool Teachers’ Misconceptions about Games
I. Irwan Mahazir¹, M. Sanmugam¹ and L. H. Asary²
¹Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, Gelugor, Penang, Malaysia
²Faculty of Social Science and Humanities, Universiti Teknologi Malaysia, Skudai, Johor, Malaysia
Glossary
List of Contributors
Index
Editor’s ORCID iD
Mageswaran Sanmugam – 0000-0003-3313-4462
Mohd Mokhzani Ibrahim – 0000-0002-8944-5019
Nurul Nadwa Zulkifli – 0000-0002-2232-3885
Syahrini Shawalludin – 0000-0001-9087-3566
Irwan Mahazir Ismail – 0000-0003-0340-7554