Volume 20 No 12 (2022)
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Suhaila Jaffar and Aslina Baharum
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.
EEG, engagement, social, mechanics, dynamics, emotions
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