Publication: Serious game learning for novice practitioners in psychomotor domain
Issued Date
2016-07-22
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2-s2.0-84991745757
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Mahidol University
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SCOPUS
Bibliographic Citation
Proceedings of the 2016 5th ICT International Student Project Conference, ICT-ISPC 2016. (2016), 150-153
Suggested Citation
Natsakon Bubphasuwan, Nudsamon Rattanachotparnich, Saralak Kaewkum, Preecha Tangworakitthaworn Serious game learning for novice practitioners in psychomotor domain. Proceedings of the 2016 5th ICT International Student Project Conference, ICT-ISPC 2016. (2016), 150-153. doi:10.1109/ICT-ISPC.2016.7519258 Retrieved from: https://repository.li.mahidol.ac.th/handle/20.500.14594/43461
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Serious game learning for novice practitioners in psychomotor domain
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Abstract
© 2016 IEEE. In the current technological era, the number of children who spend time in playing games on mobile media device is dramatically increasing. In addition, most of the game does not focus on learning encouragement or educational purposes. This project proposes a serious game for improving English and mathematical skills for novice practitioners who are defined as non-professional learners or primary school students, to emphasize the skill and knowledge acquisition. The ultimate goal for the novice is to gain knowledge, skills, and experiences throughout their practicing and learning from the game. This paper aims to introduce a serious game on the android platform that allows the novice to practice their problem solving skills by simulating the scene of a grocery shop. The novice will act as a shop's cashier, who has to take care of customer's order and transactions in the shop. The novice has to operate all of the activity in limited time in order to get the highest score. The novice can race against themselves to get higher and higher score so that their skills can be improved.