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Abstract— Looking at potential of games for educational purpose, authors adopted game-based learning approach to teach
Taxonomy and Content Management System (KMS) module in a private university in Malaysia. This paper discuss on the
design of a game called ‘Creating a Hypermarket’ which was compared with a multimedia-based learning approach. An
experimental study with 129 students was conducted with respect to knowledge retention and learning efficiency. The empirical
result shows that the game increase student’s performance improve long-term learning results and lead to higher knowledge
retention as compared to traditional learning approach.
Index Terms— taxonomy, content management systems (cms), game-based learning approach.
—————————— ——————————
1 INTRODUCTION
2 METHODOLOGY
1.0 To create taxonomy
2.1 Instructional media 1.1 obtain product items from in-
structor
In this study, two media sets were used to teach students 1.2 categorize the product items
on Taxonomy and CMS. The content and scope of each set 1.3 decide on the possible sec-
are explained as the following tions/labels to represent the
• Conventional – students were taught on prin- product items
ciples of taxonomy & CMS using Power-point-based 1.4 decide the location of each sec-
presentation. The presentation covered on taxonomy de- tion/label in the hypermarket
finition, its importance, benefits and the application of 1.5 paste the sections/labels on the
taxonomy. The slides were available for the students to given hypermarket area
view and download from the elearning. 1.6 paste the product items accord-
• Game – the game was called “Creating a Hyper- ing to the labels/sections
market’. It was conducted during tutorial session. The 2.0 To do the shopping
2.1 obtain the shopping list from
game was adopted from Dave Snowden training kits for
instructor
KM practitioners. This game was designed to teach stu-
2.2 search product items on oppo-
dents on the definition of taxonomy and CMS, its impor- nent’s hypermarket
tance in real environment and where to apply taxonomy. 2.2.1 if successful
2.2.1.1 identify the
2.2 Participants profile
path to find the
The participants were students of a private university in product item
Malaysia with specialization in KM. These students were 2.2.2 else
from Second Year Second Semester Business Information 2.2.2.1 keep search-
System (BIS) program. Table I provides description of the ing for the product
sample population items
2.3 repeat step 2.2 until complete
TABLE I. SAMPLE POPULATION PROFILE
the shopping list
Semester/Batch No of stu- Media sets Figure 1. steps to play “Creating a Hypermarket”
dents game
July 2008 36 Multimedia
January 2009 93 Multimedia and
Game-based learning 2.4 Experimental study
approach Project on taxonomy and CMS
Both batches were given an assignment on taxono-
my development. Students were asked to design tax-
2.3 Game structure onomy and create a KMS based on the taxonomy for a
Students were divided into groups of 4 people and were virtual company. Once their KMS were available on-
given products items (pictures). Students were free to line, other groups were required to find a list of know-
design their own taxonomy of a hypermarket. Once they ledge assets given by instructor. The Project was eva-
finished, the instructor will create a shopping list based luated based on the design of the taxonomy, user navi-
on the group’s taxonomy. The other team will ‘do the gation and time taken for user to find the requested
shopping’ on the opponent’s hypermarket. Fig 1 shows knowledge assets.
the steps to play “Creating a Hypermarket” game. There Test on taxonomy and CMS
are two winners in this game – (1) the fastest group that Both batches were tested on taxonomy develop-
complete the shopping list (2) the owner of taxonomy of ment. It comprises of several questions that asked stu-
the fastest group work on. dents to apply the taxonomy principle and designing a
taxonomy based on the predefined knowledge assets.
Final Exam
Questions on the application of Taxonomy and CMS
were asked to both batches. The questions were de-
signed to test on the student’s understanding on Tax-
onomy and CMS. Students need to reflect and use the
knowledge that they have learnt in order to answer the
question.
Reflection session
After play the game, a reflection session was con-
ducted to get feedbacks on the activity. Students were
4 CONCLUSION
As a conclusion, combining conventional learning me-
thod with game-based learning can improve student’s
learning process. With the right content and context to
simulate the real scenario, game-based learning is able to
capture student’s attention and sustain student interest
on the subject. Therefore, it helps to increase knowledge
retention and helps to improve students learning process.
REFERENCES
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