Learning Style on Mobile-Game-Based Learning Design: How to Measure?
Some researchers have recognized the importance of pedagogical aspects in designing digital game-based learning. It is believed that learning style, learning content will affect the form of the game genre, game activities, and mechanics for delivering suitable game-based learning. This study aimed to analyze the relation of an individual’s learning style to their game preference. Learning style of samples is measured by Learning Style Questionnaire (LSQ) by Honey and Mumford. In addition, the measurement to determine if selected samples choose the appropriate game according to their learning style is proposed. As a contribution to knowledge, this study introduced an instrument to asses the relationship of learning style with the way learner using the game. The result indicated the samples did not follow the trend that preference for a game they played is affected by their learning style. Still, it confirmed the previous studies where learning style is a significant factor that should be addressed during the game design process.
KeywordsGame-based learning style LSQ Pedagogical aspect
Before the data acquisition is conducted, the ethical approval is required to ensure the data gathering process does not violate the ethical policy in Indonesia, especially in AMIKOM University. Ethical approval is granted from the ethical committee in the university level, that is in charge of examining the research permission and giving the ethical approval according to the national standard. The participant filled up consent form assuring their willingness as a volunteer. The department where the participants enrolled also filled up a consent form to make sure the activity is under the supervision of the faculty of computer science.
We would like to mention special thanks to AMIKOM University for their contribution on funding the research published in this paper, and also for the students of Information Technology Department as they are the voluntary participants for primary data retrieval. And we also would like to mention special thanks to Universiti Teknikal Malaysia Melaka for their contribution in providing experts to review, discuss, and revise the content of this paper.
- 1.Prensky M (2001) Digital game-based learning, 1st edn. McGraw Hill, New YorkGoogle Scholar
- 2.De Freitas S (2006) Learning in immersive worlds a review of game-based learning. Prepared for the JISC e-Learning Programme. JISC e-Learning Innov 3(3):73Google Scholar
- 6.Rapeepisarn K, Wong KW, Fung CC, Khine MS (2008) The relationship between game genres, learning techniques and learning styles in educational computer games. In: Pan Z, Zhang X, El Rhalibi A, Woo W, Li Y (eds) Technologies for e-learning and digital entertainment, vol 5093. Springer, Berlin, pp 497–508Google Scholar
- 8.Kolb DA (2015) Experiential learning: experience as the source of learning and development, 2nd edn. Pearson Education, HobokenGoogle Scholar
- 9.Felder R, Silverman L (1988) Learning and teaching styles in engineering education. Eng Educ 78(June):674–681Google Scholar
- 10.Fleming N, Baume D (2006) Learning styles again: VARKing up the right tree! Educ Dev 7(4):4–7Google Scholar
- 11.Honey P, Mumford A (1982) The manual of learning style. Peter Honey, BerkshireGoogle Scholar
- 12.Prensky M (2005) Computer games and learning: digital-based games. Handbook of Computer Game Studies, pp 97–124Google Scholar