Professional Documents
Culture Documents
INTRODUCTION
1.0 Introduction
Digital games have become popular among children and adolescents. According to a survey
number of mobile phone per 100 inhabitants increases from 142.5% to 143.4% in the second
owners used their phone to gain access to the internet Malaysian Communications and
Multimedia Commission. (2012). Statistical brief number fourteen, 1823, Legasi Press,
Cyber Jaya, Malaysia..This means games have become an integral part of their daily life (Liu,
2008) Liu, C.-C. (2008). Beyond the ownership of handheld devices: Active learning with
ubiquitous learning minds. In Fifth IEEE Int. Conf. Wireless, Mobile, Ubiquitous Technol.
Educ. (wmute 2008), pp. 11–19. Although some people still believe that games are usually
more associated to many negative elements such as violence and addiction, however the good
digital games could be powerful learning tools to attract learners to learn actively. Despite the
negativity of game influencenegative influence of games toon the youngster, game also canthey
could also be used to promote learning and motivation which includes features that prompt
learners to actively process the educational content (Erhel & Jamet, 2013). Therefore, it is very
importantcrucial to investigate the beneficial elements in games that could prompt learners to
actively process instead of assisting them to improve their score achievement in the exam
examination.
Digital game is known inby individuals of all ages and is very popular among the children and
adolescent. Furthermore, digital game nowadays can be played via multiple devices such as
computer, laptops, tablet, and smart phone. Therefore, the development of an effective mobile
education game (MEG) with specific learning content should be taken seriously so that
impact especially for learning purpose. Most international schools such as Chempaka
International School and Sri Emas International School have implemented the use of game in the
classroom. Besides, FrogAsia Sdn. Bhd. has brought digital games in the government schools
classroom by implementing Frog Virtual Learning Environment (Frog VLE) in teaching and
learning. According to The Star Online (2016) (by Rebecca Rajendram Sunday, 3 April 2016
http://www.thestar.com.my/news/education/2016/04/03/unique-learning-shifts-in-the-
classroom) most of the teachers strongly agree that games have brought not only learning
motivation but also social interaction and confident levels among the children especially for the
slow learners. This is one of the efforts to diversify learning approach among the children and
make them feel learning was funrealize that learning is fun. MEG is a game with specific
learning content and it offers more fun through mobile devices. The objective of MEG should be
match withthe learning goal to promise learning, while the achievement of the EG should be
matching withmatch the learning outcome. To develop an effective MEG, the instruction
designer has to think creatively. Therefore, the game designer must know the key elements that
lead to the learning activities byamong the students when they are engaged with the game.
Motivation is the key ofbehind the successful educational outcome (Malone, 1981; Malone &
Lepper, 1987) in an educational game. Indeed, the importancean important key to the student
achievement is the amount of time students are engaged in educational game. To promise the
effectiveness of educational game, good game design has to be combined with good pedagogy
content (Osman & Bakar, 2012). Challenge, goals, feedback and storyline are among some of the
elements that have to include during designing MEG in order to develop the good game design
(Prensky, 2001; Grassioulet, 2002; Owen, 2004; Sauve, 2007; Klopfer, Osterweil, & Salen,
2009).
Motivation that occurs in MEG can promise a lot of benefit to the learner especially for
learning purposes. Motivation is an outcome that learner able to achieve after they play with
MEG. The existingexistence of motivation within EG has attracted many researchers, as well as
game designers to investigate how this is happens. Motivation is an attitude needed by learners to
focus inon their learning. MotivatingMotivational game should make learner repeats cycles
within the game context (Pivec, & Kearney, 2007). However, the main characteristic of an MEG
is that the instructional content is blurred by game characteristics (Pivec & Kearney, 2007).
Therefore, instructional designers have to seriously concern on take into consideration the MEG
content. Malone and Lepper (1987) indicate four major factors that make learning environment
of educational game intrinsically motivated. The four elements waswere fantasy, challenge,
curiosity and control which were all need to be included by game designers in educational game
1981). However, this study will only focus on challenge elements only because from the review,
challenge was the most frequent elements mentioned by the researcher to motivate learners.
Challenge in MEG could inspire motivation. Therefore, it is very important to have challenge
Researchers also believed that appropriate challenge in EG always offers opportunity for
reinforcement regardless of the level of learner ability (Linehan, Kirman, Lawson, & Chan,
2011). Players always strivingstrive towards achievable goals and forwards the game at the quick
pace and at this points the game begin presenting the rewards (Linehan et. al, 2011). In most
cases, people like to play games with greater challenge that leads to the greater rewards. For
instance, most educational environments may offer greater status (e.g, score, grades and teacher
reports) for those who chose playingchoose to play challenging activity (Lomas, Patel, Forlizzi,
& Koedinger, 2013). Therefore, status and challenge is aare key motivational element in games
because it will often correlate : however, the question is whether games with challenge alone
would be motivating the student especially at increasing their test achievement (Lomas et. al,
2013).
The word of “game” will always be related to fun, enjoyment and most of children
always attracted to it. Instructional designer must consider fun during developing the EG rather
than enhancing student learning performance (Shi & Shih, 2015). This is because fun element in
game could promote student motivation and they would have advanced learning outcome
naturally (Huang, Huang, & Tschopp, 2010). To promise fun, the game must offer a pleasurablee
experiences. User experience is always occurs by creating the goals. Players which successfully
achieve the goal which is considered intrinsically motivated. Players have to complete
challenges consist in every level and stages to achieve the goals. Challenges are the game tasks
challenge and goal can make player intrinsically motivated to learning. In EG perspective, if the
players complete their challenges, it means that they are complete their learning (Charsky, 2010).
The idea of EG is to bind games and learning together in order to make learning
environment more entertaining. The acceptance of EG as teaching aids can be seen when almost
most of the students feel highly interested and fascinated in their learning process (Ibrahim, et.al,
2011; Ibrahim, Yusoff, Mohamed, & Jaafar, 2010). EG not only promises a fun learning
environment but it also could injectinculcate learning motivation to the student by using
educational characteristics.
As to date, learning has become ubiquitous, whereby it can be retrieved at any place and
anytime. This is leadleads to the trend of mobile learning; whereby there are researches done on
mobile game based learning (mGBL). With tTechnology of wireless network along with the
latest technology of mobile phone with interesting features encourages the development of
mGBL (Hillmann & Hillmann 2009), (Norshuhada & Syamsul 2009). The convergence of
mobile devices using games technology to support learning practice has been approved by some
researchers (de Freits & Griffiths, 2008). However, information about mobile game as learning
mode areis left underutilized due to lack of literatures in developing mGBL (Norshuhada &
Syamsul 2009). In Malaysia, the concept of mobile game as learning tool is still newin its
infancy, but it has potential to be the teaching aid for the educators (Norshuhada & Syamsul
2010). Learning trough mobile devices could take place anywhere and anytime which means
itthey can promote a lifelong learning especially for the secondary students. Instead, itIt can
assist students’acquireacquisition of knowledge with in their own way and the process is full of
pleasure (Yen, Wang & Chen 2011). However, there is an argument regarding of mGBL
especially about the acquiring knowledgeknowledge acquisition from the particular students
comingderived from several of cognitive psychologists such as Jean Piaget (1896-1980, Lev
Vygotsky (1896-1934), and Jerome Bruner (1978). Cognitive learning theory is focusesd more
on how people think (Ormrod, 2008), understand and know. The idea of cognitive approach is to
look at the student mental processes rather than behaviour. Cognitive learning is also viewed as
an active learning process of knowledge construction (Yilmaz, 2011). Yilmaz (2011) suggested
that all the teachers toshould implement cognitive structure in their teaching in order to help
The key element that underlie is in line with to cognitive approach is: the memory system
as an active organized processor of information and prior knowledge that play an important role
in learning. Cognitive psychology have seeshas seen human mind similar to computer
the sequence and execution of cognitive events and it is a generic name that is applied to various
theoretical perspectives (Cognitive Information Processing Theory, 2011). Learning and memory
will always work together to make learning more meaningful. Learning might happen if someone
acquires new knowledge or information while memory is present to keep that new knowledge or
information remain and can be assessed at any time. That makes the reason why,Such is the basis
transformation in the environment into new knowledge that is stored in mind. Information
processing theory that constitutewhich is derived from cognitive learning theory plays an
Encoding
Incoming Sensory Short-Term Long-Term
Information Memory Memory Memory
Attention
Retrieval
Figure 1.1: Cognitive Information Processing Model. (Atkinson & Shiffrin, 1968).
The Information processing approach is based on a computer analogy. Figure 1.1 shows
the model of memory proposed by Atkinson and Shriffin (Atkinson, & Shiffrin, 1968). It
assumed that information came in from environment, was processed by a series of temporary
sensory memory systems (a part of the process of perception), and then fed into a limited
capacity short-term memory and then allowing to be used to perform a wide range of cognitive
tasks from long-term memory (Kandarakis, & Poulos, 2008). The Cognitive Information
Processing Model (CIPM) which is consists of Sensory Memory (SM), Short-term Memory
The information is transformed as it passes from one stage to another memory stage. The
new information or knowledge is assumed to flow starting from left to the right, entering through
the sense and moving through the short term memory (process of attention, perception, rehearsal)
and encoding into long term memory for later retrieval. Then, the sensory memories will stimuli
stimulate the initial stage perception. Information in sensory memory decays rapidly and
disappears in only a few seconds if it is not transferred into working memory (Weibell, 2011).
However, the learner will be able to select or focus on certain information only and the other
information will be ignored. In sShort-term memory stage, itis often viewed as active or
conscious memory because it is the part of the memory being actively processed while new
information is being taken (Weibell, 2011). During this stage, concepts from LTM will be
activated for use in making sense of the incoming information. Information that is being
manipulated will only remain in working memory for a short interval, perhaps as little as 2
seconds (Dehn, 2011). To prevent from the loss and ensure that information is transferred to
LTM, two necessary processes which are rehearsal and encoding should occur. Rehearsal is the
repetition of the information while encoding is a process of relating new information to concepts
Game theory for this study is grounded on Intrinsic Motivation Theory, Flow Theory and
Game Based Learning Theory. Intrinsic Motivation Theory was developed by Malone and
Lepper (1987). This theory is more broadly applicable to any instructional design (Rees, 2011).
The features were so popular until today because it can create an intrinsically motivating
computer learning games. There are four components that were presented by Malone (1980) and
Malone and Lepper (1987) which are challenge, fantasy, control and curiosity. Each of these
Challenging games with uncertain outcomes can increase player motivation comparing ed
withto easy- goals games. Motivation theory such as flow theory shows that player motivation
depends on challenges of a gaming experience that are related to the player skills, perceiving
competence, autonomy and relatedness as well as the player himself, trying to reach several
goals. Challenge was one of the features that was always related to the influencingassociated
with being influential to player motivation to continue playing (Belanich, Orvis, & Sibley, 2013).
Challenge in games had positive effect in learning when the players increase in engagement
increased (Hamari, Shernoff, Rowe, Coller, Asbell-Clerk, & Edwards, 2015). Besides, game
challenge was a strong predictor of learning outcome. Therefore, it is very important thatfor
game designers (Hamari et al., 2015) to develop games with challenge to keep up with the
b) Fantasy
Fantasy in game usually involves game environment and background. In order to present
the perfect of the storyline in the game, game designer will construct the virtual world image
through the game system. However, in Malone’s theory, there are two types of fantasy which are
extrinsic fantasies and intrinsic fantasies (Malone, 1980). Extrinsic fantasies will focus more on
the player skills and not on the fantasy itself. hHowever intrinsic fantasies will focus more on
the player fantasy and player skill at the same time. Malone found out that intrinsic fantasy is
Malone and Lepper (1987) suggested that controlling one’s environment is a motivating
factor that contributes to the contributing enjoyment of PC-based games. However, control
elements that occur in learning games hasve to be tied to a learner’s belief that he or she is
capable to winof winning the game (Rees, 2011). In making a good game, players should
controlling the game over gameplay, game environment and learning experience (Shute, & Ke,
2012). Besides that, challenge or activity offered by the game should be in the optimum level to
avoid the players offrom losing control and can lead to the negative emotions and resulting in
d) Curiosity
Curiosity was produced by conceptual conflict that becoming becomes one of the features
of intrinsic motivation environment (Berlyn, 1965). The use of challenge in the games will make
players curiosity continue to arouse and then satisfy their curiositylater be satisfied. According to
Malone (1981) the idea of optimal level of informational complexity will stimulate situation
which is called, curiosity. There are two types of curiosity which wasnamely sensory curiosity
and cognitive curiosity (Malone, Toward a theory of intrinsically motivating instruction., 1981).
Both sensory and cognitive curiosity could be evoked by multimedia effects. Learning structures
are believed canto be able to evoke sensory curiosity and cognitive curiosity that the learners
Another theory grounded by this study is Flow Theory by Csikzentmihali (1990). Most of
EG studyies always refers to this theory especially those which are related to the player
motivation. Figure 1.1 illustrates in details aboutthe Theory of Flow. According to the theory of
flow, when the player successfully perceived challenge and skills they are also believed in
perceived learning. According to Csikzentmihali (1990) the flow experiences will only occur
when the player uses a high level of skills to meet a significant challenge and to achieve the goal.
Typically, the challenge and skills are in balance which means the player uses theirhis skill until
their its limits in pursuit of a challenging goal. Furthermore, researcher have proven the theory of
flow in video games, which is achieved by increasing levels of challenge and skills during game
play, had a positive effect on learning (Hamari, et al., 2015). Challenge should be appropriate
according to the student level for influencingin order to encourage them to keep on playing. The
Anxiety
Challenge
Flow Zone
Boredom
Low
Low High
Skill
Figure 1.2 : Graphical representation of Flow Theory (Csikzentmihali, 1990)
Both theoryies which are Intrinsic Motivation Theory and Flow Theory have mention
mentioned about challenge and the importantce of challenge. Obviously, challenge was is an
important characteristic in game because it can promote learning and motivation as stated in both
theorytheories. This leads the author to study on challenge characteristic and notinstead of other
Game-based learning theory was one of the theory grounded byin this study. The theory
basically focuses on how learners can learn by playing the game. Therefore, such of education
games should be designed with play activity so that learners are always playing and indirectly
also learning something. When students play, they are also developing their
the development of young children in which they are able to develop meaning through playing
(Noor Azli, Nor Azan, & Shamsul Bahri, 2008). Game-based learning can be
implimentimplemented as learning aids tools by the teacher as well as the students. Learning
through the application of serious games and simulations has opened the way to apply,
experiment and get feedback of acquired knowledge in a “safe virtual world”. This approach also
leads to the high learning value for the students (Pivec & Kearney, 2007).
According to the tTheoretical framework on Math Train Game in Figure 1.2, shows how
students use Math Train Game as self- learning activity. The objective of Math Train Game is to
be the learning tools for students who intended to increase their skills in Mathematics subject and
know their mathematical level. This may help them to increase their marks in examinations.
Based on the Cognitive Information Processing Model, a human mind is like a computer which
is processes information through the application of logical rules and strategies. However, the
mind itself has limitation to process the amount in nature of information. In the sensory memory,
the goal information will then generate the acquired knowledge that have learnsis learned in the
class room earlier. In order to achieve their goal, students must complete an activity and later
will proceed to the learning problem. Once the students enter the game they must understand the
goal of the game. Students have to recall information or knowledge gathered from the class
environment to win the game. Wrong answers won’twill not be accepted by the game which
stops players to in proceedingproceed to the next level. This process will be repeated until the
correct answer is given. Every levelstage will have its own difficulty levels of question. In so
doing,By this student can challenge their skill in solving mathematical problem. Instead of
thatOther than that, students have to solve the problem as quick as they can. The repeating
process is useful for the studentstudents to enhance their calculation skill to answer correctly at a
time givenwithin the duration of time allocated for them. This process enables teachers to train
the students to answer the mathematical operation correctly in the real examination.
Education games are to seen has a strong theoretical foundation for achieving the
requirements of Cognitive Information Processing Theory. Education game hasThey have the
potential as the cognitive tools as well as motivation factors to enhance student knowledge. This
is approved by Hogle (1996) whichwho believed that educational games may offer a wide
variety of benefits such as, increase in interest and motivation, as well as improvement of
retention and higher order thinking skills. Challenges in education games may develop student
Children preferences towards video and computer games is totally opposite to the attitude
most of them have towards school nowadays. Therefore, the effort of merging learning content
and games with motivation is a great decision. Game- based learning is a game that is blended
integrated with specific learning outcome. Game- based learning was designed to balance the
subject matter with the skills of the player to retain, and apply itthem into the real world.
Learning with game also can improve learner’s knowledge and skills on specific topic when
playing the game because study occurred s when players are engaged to the games more
(Livingstone, 2011). Nowadays, game- based learning offers powerful benefits and could be
implemented in the classroom (Ladley, 2013). However, all the teachers should be ready for this
challenge to support standard teaching practice in order to create better learning among students
The conceptual framework proposed by the author is based on the theories and literature
E
O Solving T
Challenge
Oriented
Cognitive
R Problems
Learning E
Theory characteristics
N
K T
N I
O Practicing O
W N
L
E
D
G INTRINSIC MOTIVATION Improved test score
E
Figure 1.4 : Conceptual Framework on Math Train Education Game
Cognitive learning theory approach assisted by game- based learning theory and intrinsic
motivation theory believed that these games are able to, it makingmake the whole process active,
to motivated students and to improve mathematicsal skills. Children recall their prior knowledge
cognitively when they are trying to solve the mathematical problems in educational game.
Repetitive exercises with different level of difficulties become theprovide adequate challenge for
the children to solve. With repetitive exercises also, students indirectly it allows the studentare
able to improve their calculation skills by practicing especially for the weak and slow learners.
At this point, the learner might develop calculation skill in addition. Difficulties of questions
provided are gradually increased based on different levels and stages. This is important because
by practicing it would help the children to answer the calculation problem correctly as
preparation for the real test later. Moreover, this study also allowenables the children to focus on
their ability in learning mMathematics without the guide of the real teacher on their own learning
Fun, as promised by the game occurs when theystudents start playing the game with the
play activity. This may lead to the highly motivation when studentsStudents would be highly
motivated when there is a lack of sensemind boggling questions because they arewould usually
be too focused in solving the problem given. Besides, every time the correct answer is given, the
game will generate a feedback such as a star, as a reward to encourage students to play and score
to show their achievement in game. There is an issue onin giving score in EG because it may
demotivate the student and may lead to the frustration in continueing the game. The aim of the
study is to find outdetermine student marks for students’ performance when they are using
educational game without game score. The focus of this study is to see the effectiveness of
challenge as one of the characteristics in mobile education as motivation tools for students to
This study is using experimental research design for the data analysis purpose. Two
different EG prototypes waswere developed to investigate the effect of two different EG based
on score achievement in mathematical test. The first prototype was MEG(challenge alone) and
MEG(challenge and score). The participants were Standard One students from public school at Ipoh
area. Mathematical subject in additional topicwas were chosen to be the learning content. Pre and
post test statistical analysis was used to measure the effectiveness based on the average result
from the test obtained. Details about research framework were discussed in Chapter Three in this
thesis.
The main role of game is to stimulistimulate fun which tap into the feelings toof the youngster
and this could make them become preoccupied all the time. Besides fun in game, there are a few
factors that can lead to the student preferences. According to Malone (1982), to produce interface
design that offers more fun, the design heuristic for enjoyable interfaces must include with these
criteria: challenge, curiosity and fantasy (which he tied to emotion and metaphor) need to be
included. Good game design should have challenge as an aspect because without it the game
Previous studies have found that game with challenge can enhance student’s learning on
various disciplines such as Arabic, Mathematics, History and Programming (Sabri & Aziah.
2011; Hui, 2009; Nor Azan & Wong, 2008; Roslina, Rasimah, Hasiah & Azizah, 2011).
However, there are still some research issues existed in education game to show the possibility
howof students can gain knowledge by implementing reward system (score) and competition
mechanism (challenge) (Keith et. al, 2010). A study needs to be undertaken to find out the
knowledge achievement.
balance between skills and challenge, they are in the Flow state. Therefore, challenge has
become one of the crucial elements in order to imbued flow experience and motivation to the
players (Linehan, Kirman & Roche, 2011). As to dateTo date, there is still a lack of empirical
evidence for their effectiveness in contributing motivation for the players to continues playing
mobile education games (Linehan, Kirman & Lawson, 2011). ThereforeHence, this study is to
This research is toaims to study the effectiveness of challenge characteristic in MEG and the
1. To measure whether
2. To evaluate the
3. To Ddesign and
1. Does MEG (challenge alone) have significant contribution in improving score achievement
3. What are the characteristics to be included in the MEG to improve score achievement of
the test?
1.7 Hypothesis
H1. There will be significant contribution at improving score achievement via MEG
(challenge alone) compared withto MEG(challenge and score) in the test obtained.
achievement via MEG (challenge alone) compared with MEG(challenge and score) in the test
obtained.
achievement via MEG (challenge alone) compared withto MEG(challenge and score) in the
test obtained.
Ho. There will be no statistically significant relationship between challenge
The use of MEG as education aids has been spread widely. However, there arethis is very
new in Malaysia to besince it has only been recently implemented. A lot of researchstudies need
to be carried out to find the key component to support EG in Malaysia. Therefore, a lot of study
learning aids to improve student score achievement in test instead evenas well as to enhance
student knowledge especially in Malaysian classrooms. This study is to explore more about
challenge and to determine iswhether its presence in challenge in EG could improve student
achievement in tests mark in the test obtained. Besides, challenge is able to make the game that
you play more fun and at one stage, they might feel intrinsically motivated. In addition,
challenge as well as may encourage flow experience to the player. If the player proceeds to in
the higher challenge by looking toat the score, it is hoped that they might progress in higher
learning stage. If they are in higher learning stage weit is believed that they will keep playing
the game as well as learning. During the game development, instructional designer and educator
need to indicate the appropriate challenge in order to test their skill or abilities for the specific
learning content.
This research also will also introduce a new approach and also new method in mobile
education game in Malaysia. Efforts has been undertakenhave been made by many schools to use
computer and game as effective learning tools. The implementation of Virtual Learning
Environment (VLE) and mobile learning in the education system showsis indicative of
Malaysia’s is taking serious steps in upgrading current education system : the relevant authority
instead to make sure alignensures that this new approach is in line with the current world
education trend and the nation is moving forward with mobile education game. This research
will also give anpresents an opportunity to explore the importantce of challenge elements in
Instead, it also will give opportunities to examine whether this game is suitable to run on
in Android platform mobile device in order to produce a very conducive learning environment.
bBesides this technology also provide ubiquitous learning environment which ismeans user have
their own time and pace to learn effectively. The implementation of mobile technology as
platform to deliver learning in fun way hopefully couldis hoped to be able to encourage and also
motivate student to learn better and get better results as the outcome.
characteristics in EG with specific learning content. The EG wasis developed for Standard One
students from public schools and covers additional operation as learning aid for practicing their
achievement. According to KSSR syllabus for standard one in Mathematics, students must
competencemust be competent in four main topics which wereare Number and Operation,
Measuring and Geometry, Algebra Related and Statistic and Probability. This research is
focusesd on Number and Operation Topic with Additional and Subtraction subtopic. Upon
To make the learning process is similar withto the conventional learning, drill-and-
practice approach was used in developing the EG. The purpose of the selection on drill-and-
practice approach is to mimic the learning process without any stress by from the students when
the problem solving activity went throughis conducted. Learning with play is the approach that
might attract students especially young learners aged seven years old to learn better. The key
have been selected to validate the test assessment and learning content to be included in the EG
before runing the experimental. After get obtaining an approval from the expert, the process
proceedcontinues with the development of MEG. Research are proceedprogresses to the next
stage with the prototype testing on the effectiveness of EG as self-study at improving test
achievement. Standard One students that running underattend public school wasare selected as
1.10 Limitations
i. Device type
The primary limitation of the research will be the device. In order to perform the test or
experiment, a big number of devices are needed. Budget limitation will be involved to
obtain this big number of devices. Tablet with 7 inch size is required to conduct the study
because most of the respondents have the experience to handle with it.
Standard One students because this group isundergoes the transitional group from
The content was focused only on Mathematic KSSR especially for Standard One students.
iv. Challenge
The main characteristic in this study wasis to focus on challenge characteristic only and
not involve other intrinsic motivation as stated by Malone is not involved (1980)..
i) EG
A learning aid that helps students to enhance learning in specific content that injected is
as from kindergarten to primary school and from primary school to secondary school.
Is a game oriented sctivity with learning injectedinfused into it that: it makeenables students to
focus on playing the games without realizeing actually they are learning something through the
implementation of gameplay.
iv) MEG
It is a learning tool in the form of game with education setting in the mobile devices such as
tablet, smart phone or laptop and it encourages of ubiquitous learning and the game is called
Math Train.
v) Education Aid
It is a learning tool in assisting student to do self learning via specific learning material such as
It is an operating system platform installed within the mobile devices such as smart phone and
vii) VLE
VLE is a virtual learning environment that uses the internet connection to run the learning
viii) Score
Score is another element in game so that that allows player will know to monitor their
1.12 Conclusion
Game has brought new phenomenon to theboth children and adults. Although some people still
believe that games are usually more associated to many negative elements such as violence and
addiction, however the good digital games could be powerful learning tools to attract learner to
learn actively. Motivation in education game has changed people’s perception towards game as
learning tools for student to use. Motivation will occurs depending on the game characteristics.
According to Intrinsic motivation theory, there are four elements that should have been in
education game to make the game motivated such as curiosity, fantasy, challenge and control.
However, according to flow theory, students will only be in flow state if they achieve an
optimum level of challenge while playing the game. Flow state is a situation in which students
are in motivated intrinsically while solving the problem. Students who are in this condition will
have a lost sense of environment and become too focused with the activity. Therefore it is very
important to investigate the beneficial elements in games that could prompt learners to actively
process instead assistof assisting them to improvinge their score achievement in the examination.