


Volume 20 No 12 (2022)
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GUIDELINE FOR CHILDREN’S COMMUNITY LEARNING APPLICATION USING GAMIFICATION
Suhaila Jaffar and Aslina Baharum
Abstract
In this era, technology is rapidly evolving, with many innovations and creations being produced
rapidly. This can be seen in how tech companies and brands continue to release new tech
products every year. Application software is one of the most popular tech products. Most people
use application software because it assists us in accomplishing our daily tasks. As each application
software provides specific functions for personal, business, and educational purposes, many
applications software can be used by people from various backgrounds and ages. While assessing
learning at all levels of education is critical for tracking progress towards an education institution
target, measuring children’s development and learning at the start of school is especially
important for equity. Gamification is already widely used in cutting-edge technology, showing
that the current approaches have gamification in the right way but do not take into account some
necessary keys to get a more effective gamified process for success. Also, gamification has seen
successful implementation in various subject matters and age groups. However, studies
specifically examining gamification and second language acquisition were not as prevalent. Thus,
this study proposes a guideline for children’s community learning applications using gamification.
A mixed method using EEG and a questionnaire were used to identify the guideline. The
simulation uses a ready gamification app focusing on the Kadazan-Dusun learning language.
Results show that four variables are highly engaged with the children and high to moderate
engagement with the teachers. Also, six main gamification categories were incorporated:
achievements, virtual gifts, rewards, status, real-time and profiles. Hopefully, this guideline may
help developers, and more gamification applications for children will develop teaching and
learning tools.
Keywords
EEG, engagement, social, mechanics, dynamics, emotions
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