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Using Game as Part of the Knowledge Transfer Module in a Multimedia Courseware: Lines and Planes in 3-Dimensions

Syazwan Noordin
Department of Computer and Information Sciences, Universiti Teknologi PETRONAS Perak, Malaysia e-mail: syaznoor@gmail.com

Wan Fatimah Wan Ahmad


Department of Computer and Information Sciences, Universiti Teknologi PETRONAS Perak, Malaysia e-mail: fatimhd@petronas.com.my

Abstract There are various tools used in todays learning and teaching process. One of the tools which are widely used in Malaysian educational system since the implementation of Teaching Science and Mathematics in English (PPSMI) is the multimedia courseware. Based on the survey done with a group of form four and form five students regarding Lines and Planes in 3-Dimensions topic, the responses from the students were very positive towards the idea for this courseware and they had suggested the future courseware to include games as the module of learning. Keywords- Courseware, game, knowledge multimedia courseware, lines and planes transfer,

I.

INTRODUCTION

Research [1] has proved that Multimedia courseware is one of the best aided learning tools in todays learning environment. The usage of multimedia courseware has become a trend in Malaysias education system. This paper is intended to investigate the feasibility and suitability as well as to suggest its courseware components of using games for the instructional module in a multimedia courseware for Lines and Planes in 3-Dimensions topic. II. LITERATURE REVIEW

Figure 1. Learning game for Vector Addition and Subtraction [5]

The figure above show an example of learning games for Physics Vector Addition and Subtraction [5]. In this game, the player or learner is required to choose the correct vector according to the direction given. This game is a type of strategy game whereby it requires player's decision-making skills have a high significance in determining the outcome [6]. Strategy game is the most demanded game genre nowadays [3]. B. Computer and Video Game Industry Computer and video game industry is a huge software industry and can be very profitable to the country itself. In 2007, United States of America games industry has generated 9.5 billion (US dollar) to the country [3]. The sales in dollar and unit are increasing year to year [3]. The most played computer games genre in US of 2007 is strategy game [3] and most of the top selling games are for teen. The data from the report can indirectly imply that most teens, they like and play computer games. C. Knowledge Transfer Knowledge is defined as a fluid mix of framed experience, values, contextual information, and expert insight that provides a framework for evaluating and

A. Learning Game A computer game is defined as a game that involves interaction with a user interface to generate visual feedback on a video device [2]. A computer game has a wide range of genre such namely strategy, role playing, family entertainment, children entertainment, shooter, adventure, sports games, action, fight, racing and arcade [3]. A game must possesses these six key characteristic to be recognized as a learning games which are challenges, curiosity, control, fantasy, iteration and reflection [4]. A successful learning game should incorporate both real learning and gaming experience to the users.
978-1-4577-1884-7/11/$26.00 2011 IEEE

incorporating new experiences and information. It originates and is applied in the minds of knower [7]. It is believed that, when knowledge is successfully transferred and understood, it will create a solid understanding in the learners memory. Knowledge transfer is the process whereby a knowledge is move from it source to the potential users or learners [8]. This concept of knowledge transfer will be referred for the implementation of the games based learning for topic Lines and Planes in 3-Dimensions. III. . IMPLEMENTATION

Autodesk 3ds Max 7 Macromedia Director MX TextAloud

Autodesk 3ds Max 7 will be used for 3 dimensions modeling while the Macromedia Director MX will be the primary multimedia editing tool for this courseware. The TextAloud application will be used for translating text to voice of mp3 format file. The voice will be included in the courseware for instructing the users apart from text instruction. IV. RESULTS AND EARLY ANALYSIS A survey was conducted with a group of 31 students who took Mathematics to identify the problem faced in the topic of Lines and Planes in 3-Dimensions and its courseware. In the survey, the respondents are given the opportunity to state the functions to be included in the courseware. Below are the functions and expectations requested by the respondents: 14 12 10 8 6 4 2 0

A. Knowledge Transfer Model

Knowledge Producers

Knowledge Repository (Courseware): Questions, Game etc.

Students

Figure 2. User-pull Model [9]

This model consists of three main components which are knowledge producer, knowledge repository and the students (user). The knowledge producers are the people from the development side who will be working together with the teachers or curriculum experts. Knowledge repository is actually the courseware itself which embedded with modules namely introduction, lesson, questions and games module. The students are the user or knowledge seeker for this courseware B. Courseware Components

Figure 4. Features requested for the courseware Courseware Introduction Module Lesson Module Games Module Figure 3. Courseware Components Questions Module

The courseware will incorporate four modules which are introduction for the topic, the lesson content, the compilation of Sijil Pelajaran Malaysia (SPM) and related questions and the learning games module. The games module will be only available once the user completed lesson and questions module. The genre for the games module of this courseware will be a strategy game. C. Development Tools The development of the multimedia courseware for Lines and Planes in 3-Dimension will be using several tools:

There are four main features or users expectation for the courseware which are ease of use, attractive, explanations and language option. The ease of use is actually refers to the usage of the application itself and how the courseware could help the students visualize as well as understanding the topic better. The second features being requested is attractive, which means the courseware should give sense of entertainment for the users namely games that related to the topic. The respondents also want the courseware to include more explanations and examples to ease them understand the topic better. Option for language namely English and Bahasa Malaysia should also be included to ease the understanding for all students.

V.

CONCLUSION

The multimedia courseware for Lines and Planes in 3Dimensions should utilize the potential of games as the learning alternative that can provide sense of entertainment without neglecting its primary goal which is learning. The use of games as the knowledge transfer module can be

implemented by referring to the concept of user-pull model while the genre for the games in this courseware will be a strategy type of games. It is believed, by providing the requested features, it will increase the courseware usage among the students. REFERENCES
[1] Syahrul Nizam Junaini and Jonathan Sidi, Enteramath: Interactive Online Mathematics Teaching And Learning Through Animations, Proceeding of the International Conference on Distance, Collaborative and eLearning (DCEL 2005) 45 January 2006 Kuala Lumpur. Wikipedia, Video Game, http://en.wikipedia.org/wiki/Video_game Accessed on: 20 February 2010. Entertainment Software Association, Essential Facts about The Computer and Video Game Industry 2008 Sales, Demographic and Usage Data, 2008 Entertainment Software Association. David Schaller, What Makes a Learning Game?, Eduweb, www.eduweb.com/schaller-games.pdf.

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Alexander Bogomolny, Vector Addition and Subtraction, Cut The Knot, http://www.cut-the-knot.org/Games/Vectors.shtml, Accesed on: 21 February 2010. Wikipedia, Strategy Game, http://en.wikipedia.org/wiki/Strategy_game, Accessed on: 20 February 2010. HCK Laboratory, Data, Information and Knowledge, Knowlwdge Management, http://www.hcklab.org/research/knowledgemanagement/datainfokno wledge.htm, Accessed on: 19 February 2010. Knowledge Transfer Portal, Research Council UK, http://www.rcuk.ac.uk/innovation/ktportal/default.htm, Accessed on: 19 February 2010. John N. Lavis, How Can Research Organizations More. Effectively Transfer Research Knowledge to Decision-Makers? Program in Policy Decision Making, McMaster University, 13 March 2003, http://www.researchtopolicy.ca/presentations/slides_27_knowledgeex change_who_2003-03-13.pdf, Accessed on: 20 February 2010.

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