Abstract
Base on the constructivist theory of education, digital game-based learning (DGBL) can be applied to most subjects and skill level as it has the ability to connect educational content via computer technology and games. This review explores the differences between an established delivery method- (lectures and tutorials) and interactive delivery method- (collaborative learning and game-based study material) that conveys theoretical content for tertiary level subject. Results from this research will determine the learning outcome of individual students. The study investigates the effectiveness of a collaborative learning environment where students contribute to the game-based study tool design content which aids in their study of complex and theoretical content. This provides them a platform to collaborate and use familiar devices such as the Internet, discussion group and game-based study tools. A pre-test paper and questionnaire of the content area will assist in determining the outcome of the students’ performance scores from each group (traditional vs collaborative).
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Acknowledgements
Conducting this research has always been a fascinating experience and journey for us. My greatest gratitude goes to UTAR Research Fund for funding this research. I would also like to thank my co-researchers who have been with me through the ups and downs while working on this paper. Finally, thank you to all the students who participated in this research. Without their full support and sincere feedback, this research would not have made it on time.
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Idris, W.I.S., Hamzah, H., Ahmad, A.M., Zaki, S. (2016). Teaching Complex Theoretical Subjects Using Digital Game-Based Learning in the Faculty of Creative Industries, UTAR. In: Fook, C., Sidhu, G., Narasuman, S., Fong, L., Abdul Rahman, S. (eds) 7th International Conference on University Learning and Teaching (InCULT 2014) Proceedings. Springer, Singapore. https://doi.org/10.1007/978-981-287-664-5_12
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DOI: https://doi.org/10.1007/978-981-287-664-5_12
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