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English Report Finish PDF
English Report Finish PDF
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ACKNOWLEDGEMENTS
We are grateful to University Technical Malaysia Melaka (UTeM) for their kind
help for supplying the electronic components and giving their laboratory facility to
complete this study.
ABSTRACT
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TABLE OF CONTENTS
Acknowledgements........................................................................................................... 2
Abstract............................................................................................................................. 2
Chapter 1: Introduction...................................................................................................4
Background of project.................................................................................................4
Statement of the problem............................................................................................ 4
Scope of the study....................................................................................................... 4
Limitations of the Study (problem statement)............................................................ 5
Objective of the Study.................................................................................................5
Review of literature.....................................................................................................6
Chapter 2:Methodology................................................................................................... 8
Introduction................................................................................................................. 8
Research instruments.................................................................................................. 8
Respondents of study.................................................................................................. 9
Research procedures..................................................................................................10
Data analysis............................................................................................................. 10
Summary................................................................................................................... 10
Chapter 3:Result and Discussion.................................................................................. 11
Introduction............................................................................................................... 11
Chapter 4: CONCLUSION AND RECOMMENDATIONS...................................... 14
Conclusion.................................................................................................................14
Recommendation.......................................................................................................14
Chapter 5:Reference...................................................................................................... 15
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CHAPTER 1
INTRODUCTION
1.1 Introduction
Nowadays, people all over the world take seriously and care about beauty
regard less of gender. Games offer a unique structure to complement traditional
teaching strategies and infuse teaching with energy, spark innovative thinking and
provide diversity in teaching methods. Games make learning concepts more
palatable for students and supply learners with a platform for their creative thoughts
to bounce around. Games encourage creative behaviour and divergent thought
(Fuszard, 2001) and are excellent ice breaker. Games will often act as learning
triggers inducing lively discussion on learning concepts amongst students following
game play.
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will be useful for the team to analyze and make different features for the apps
getting more attracted.
This project basically will focus on all consumers especially to who
inquisitive and want to know more the details about the products that they used.
These scopes are divided into two scopes which are user scope and system scope.
• User scopes
install application game through the internet.
Comment and rate in the forum page of application.
Play the game, complete the level.
View the galleries and learn about the Malaysian history, myths, and
character details.
• System scopes
View the number of increasing player who has installed
Show tutorial on the help menu to teach the user how to play the game
Achievement contain story about Malaysian history and the gallery of
picture and photo about Malaysian places
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i. To build and develop education game which can help secondary school
student in history fake using Unity engine software.
ii. To assist and allow the consumer in understanding more and have fun in
learning Malaysian history.
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CHAPTER 2
METHODOLOGY
2.1 INTRODUCTION
This chapter describes the methods that are commonly used as a guideline for
solving the problems with certain components such as phases, tasks, methods,
techniques and tools. The main purpose using research methodology is to get
responses from student and teacher among all schools in Melaka in order to get
information on building up the game application. By using questionnaire, data
gathered into analysis chart for better view.
2.2.1 QUESTIONNAIRE
Questionnaire is the fact finding that have been chose. Questionnaire was chosen
because it can generate data from our target scope. A set of questionnaire which
contain 9 question has been developed. General information and opinion
question has been divided.
2.2.2 METHODOLOGY
Waterfall Model was chosen because it suit with game development process. By
collecting requirement, all required needs for development have been integrated
in order to build based on requirement.
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3.2.1 Figure: Waterfall Model
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2.4 RESEARCH PROCEDURES
This chapter mainly focuses on describing data collection and all related issues
to data collection process. In 25 Feb 2018, the team discussed with school principal
in order to get permission for doing this research towards his students and teachers.
The questionnaire have been provided and spread it at Sekolah Menengah
Kebangsaan Durian Tunggal in Melaka. The recipients were requested to completed
the questionnaire that consists of 9 questions. First two question ask about general
information and the other 7 was about gaming experience and opinion on affects of
game to community in the future.
To analyse the data, the data have been inserted into google form by using a
computer. Google form will create a chart for better view. Bar charts and
descriptive statistics were constructed to display actual frequency result. All
incomplete questionnaire will be consider as unacceptable answers.
2.6 SUMMARY
The purpose for this chapter is to explain and describe the methodology used in
this study. Describing by explaining fact finding, sample questionnaire,
methodology chose, procedure and result of study. All results based on
questionnaire that has been developed.
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CHAPTER 3
3.1 Introduction
The questionnaire consists of 9 questions. The results are obtained from a total
number of 54 respondents who are students of FTMK, UTeM. The results are
explained in the form of pie charts, and bar graphs.
Figure above shows total number of 54 students gave response to the online survey
carried out for the study of game based learning application based on students’
perception. The graph shows that the female respondents were more than the male
respondents. This survey was responded by students of FTMK, UTeM ranging from
Year 1 to Year 4.
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This pie chart discusses on the genres most played by students. The figure above
shows that 20% students love playing educational genre games. Meanwhile 9%
which is 5 students like to play other genres and 17% students like sports genre
games. This result explains that the majority students like to play action/adventure
games.
The above bar chart above discusses about whether playing games effect your
grades and games can help in studies or not. 40 students agreed that playing games
can effect exam grades and the remaining 14 of them denied it. Meanwhile, 35 of
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students agreed that games can help in studies and the rest 19 of them said vice
versa. This results explained that majority students agreed that playing games does
effect students grade but games can help too in studies.
The bar chart above discusses is it possible to learn a country history or culture. 30
students accept that history of a country can be learned through games and the rest
24 of them denied it. Besides that, majority of students agreed that culture of a
country can be learned through and a few students denied it. In conclusion, games
can help students to improve their educational level.
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CHAPTER 4
4.1 Conclusion
4.2 Recommendation
There are several recommendations that can be addressed based on this study:
Take one step further into the project which is develop prototype and testing
its function to increase its market value.
Study how to make a learning game from others country that have lot of
experience in learning game such as America and Japan
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CHAPTER 5
REFERENCES
Gee, J. P. (2003). What video games have to teach us about learning and literacy. New
York, NY: Palgrave Macmillan.
Gee, J. P. (2007). Good video games and good learning. New York, NY: Peter Lang.
Prensky, M. (2001). Digital natives, digital immigrants part 1. On the horizon, 9(5), 1–6.
Prensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1(1), 21–
21.
Shaffer, D. W. (2006). How computer games help children learn. New York, NY:
Palgrave Macmillan.
Schaffer, D., Squire, K., Halverson, R., & Gee, J. (2005). Video Games and the Future
of Learning. Phi Delta Kappan, 87(2), 105–111.
Squire, K. (2004). Replaying history: Learning world history through playing
Civilization III. (Unpublished doctoral dissertation). Indiana University Bloomington,
USA.
Squire, K. (2006). From content to context: Videogames as designed experience.
Educational researcher, 35(8), 19–29.
Squire, K. & Jan, M. (2007). Mad City Mystery: Developing scientific argumentation
skills with a place-based augmented reality game on handheld computers. Journal of
Science Education and Technology, 16(1), 5–29.f
https://cyfar.org/data-collection-techniques
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