Proceedings of the 2nd International Conference on Creative Multimedia 2022 (ICCM 2022)

Online Game-Based Learning to Enhance Student Engagement, Motivation and 21st-Century Skills

Authors
Ismat Zahra1, Mai Neo1, *, Soon Hin Hew1
1Faculty of Creative Multimedia, Multimedia University, Cyberjaya, Malaysia
*Corresponding author. Email: neo.mai@mmu.edu.my
Corresponding Author
Mai Neo
Available Online 24 December 2022.
DOI
10.2991/978-2-494069-57-2_21How to use a DOI?
Keywords
Online learning; Problem solving; game based learning; EduTech; Games in education
Abstract

In the year 2020 Covid-19 pandemic became a global health concern with significant educational implications. Stay-at-home orders have been issued by governments worldwide, resulting in the closure of institutions and universities. Thereby, educators had to conduct their classes online to ensure educational continuity. However, some of the significant challenges of poorly designed online learning environments were low student involvement in the online classes, which led to the deficit of collaboration, engagement, and motivation. Moreover, our current online learning environments are also limited in addressing students’ online learning needs and cultivating critical thinking and problem-solving skills. This study sought to engage students in an online game-based learning environment to improve their problem-solving techniques and increase engagement and collaboration. A mixed-method approach was employed for data collection to gather in-depth and accurate results on students’ motivation, engagement and 21st century skills. A 5-point Likert scale survey, and a pre- and post-test were administered online among students to collect quantitative data. Interviews were also conducted to gauge their perception of the online game-based learning environment. Results of the study found that the online game-based learning environment was successful in improving engagement and collaboration in students, and improved their critical thinking and problem-solving skills, providing strong support for using game-based learning in online classrooms and for building successful communities of practice for enhanced student learning experiences.

Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 2nd International Conference on Creative Multimedia 2022 (ICCM 2022)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
24 December 2022
ISBN
978-2-494069-57-2
ISSN
2352-5398
DOI
10.2991/978-2-494069-57-2_21How to use a DOI?
Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Ismat Zahra
AU  - Mai Neo
AU  - Soon Hin Hew
PY  - 2022
DA  - 2022/12/24
TI  - Online Game-Based Learning to Enhance Student Engagement, Motivation and 21st-Century Skills
BT  - Proceedings of the 2nd International Conference on Creative Multimedia 2022 (ICCM 2022)
PB  - Atlantis Press
SP  - 192
EP  - 202
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-494069-57-2_21
DO  - 10.2991/978-2-494069-57-2_21
ID  - Zahra2022
ER  -