Mobile Game-Based Learning (mGBL) Development Methodology
Info: 5215 words (21 pages) Dissertation
Published: 12th Dec 2019
Tagged: Information Technology
1.0 Introduction
There is increasing interest in the use of ICT and educational technology to promote learning formally or informally. Such technologies are educational software in CD, web-based or online learning, e-learning, Computer-Based Training (CBT), and most recently mobile learning (m-learning). M-learning can be described as a learning technique that happens across locations or that takes advantage of learning opportunities offered by mobile technologies such as mobile phones, smart phones, PDAs and handheld devices.
Many research findings show the potential and effective use of mobile technologies for learning purpose (Naismith et al., 2006; Pachler, 2007) with using variety of learning systems as listed in Table 1.
Table 1: Example of Mobile Learning Systems
Application Types |
Project Names |
Authors |
SMS text message |
BBC Bitesize Programme Mobile Learning Language System Learning System (Blackboard) |
BBC Bitesize (2003) Thornton and Houser (2004) Vassell et al. (2006) |
Mobile Game |
mGBL project Mathematic Video Game- Skills Area Virus MIT Game-To-Teach |
Mitchell et al. (2006) Lee et al. (2004) Collella (2000) Klopfer and Squire (2002) |
Mobile Application |
Classroom Response System -Educue Ambient Wood Butterfly Watching System Interactive Audio-Visual tour |
Dufresne at al. (1996) Rogers at al (2002) Chen at al. (2004) Proctor and Burton (2003) |
Although there are many application types in mobile learning, this research is focusing on the mobile game as a scope of study. Mobile game-based learning (mGBL) is a game specifically for learning which is also played on a mobile phone, smart phone, PDA or handheld devices. The purpose of mGBL is by using game play to enhance motivation in order to learn, engage education, or to enhance effectiveness of learning content transfer or other specific learning outcome.
In a general term, mGBL can be categorized as a serious game (Sawyer and Smith, 2008). The research on serious game increases dramatically world wide (Corti, 2006) and this is due the fact that the growing usage and popularity of exploiting game to support learning (Sawyer, 2008). Figure 1 shows that the GBL is the most popular terms searched via Google amongst other game-based concept.
Figure 1: Popularity on Game-Based Concept (based on Sawyer, 2008)
To fully utilize the potential of mGBL, we must look beyond the practice uses of the mGBL. The most important part is the design and methodology to develop mGBL. Developing a good game is very important because to make sure the player is motivated enough to keep playing the game until the game goal has been achieved (Kramer, 2000; Rollings and Morris, 2004) and similarly to mGBL by adding learning module as stated by Prensky (2001), Becker (2006), and Gee (2003). In order to take advantage of those aspects of “good” games for learning, the design and development of mGBL must be studied.
2.0Research Motivations
The ownership of mobile phone exponentially increasing all around the world. For example in Malaysia the subscriptions of mobile phone are growing rapidly with a high penetration rate (MCMC, 2007). This is due to the fact that mobile technology is naturally portable, flexible to anywhere, possible to connect us to variety of information sources and enable communication everywhere (Smith et. al, 1999; Naismith et al., 2006).
With such huge potential, there is possibility of using mobile for learning because it combines the wireless connectivity and educational contents (text, multimedia, application) delivered according to learner’s location, requirements and skills (Salz, 2006).
One of the educational content is mGBL because it can be exploited to be an interesting mobile content. Most of students like playing games. Looking at this prospective market for game, mGBL is worth to be one of the mobile learning content. In addition, there are a lot of advantages of using games for learning. Cisic et al. (2007) discuss the advantages of games which can promote learning by motivation, play environment, and role playing. Therefore mGBL suppose to be developed in an appropriate way which can further achieve the learning objective for mobile learning.
Other aspect of motivating for this research is the proposed Malaysian government initiative. Norshuhada and Syamsul Bahrin (2008) have discussed about the Malaysian government initiative which has introduced the Malaysian MyICMS 886 to promote local content development:
“MyICMS 886 dictates a number of strategies for the growth of local content and these are promoting awareness, building competencies in higher education and forming strategic alliances. The goals are to encourage local creativity, address new content demands and also export content. In achieving these goals, the Malaysian government together with a number of key industry players have provided many funding incentives specifically for local content production.”
The Malaysian government initiative is mainly purpose to encourage local company to create and develop local-based content with their creativity for marketing both locally and internationally.
3.0Research Problem
Embedding learning content to mobile games can be complicated because mobile games differ from the application software, particularly designing educational game. In order to develop mGBL, it is crucial for developer to refer at the comprehensive design and development methodology.
The development of mGBL can be a combination of two models; game development method and instructional design (ID) model. Most of ID models contain valuable insights and guidelines for development of instruction. Each addresses various problems effectively and it would be foolish to ignore them in an attempt to create any learning based technology (Becker, 2006). In addition, Moser (2000) stated that ID model can and should be incorporated into new setting (in different media) for designing object learning and the ability of the method to provide the necessary element of learning.
Various game design models and development methods have been proposed and are made available in different genre of games, with each having their own requirements. Similarly to ID models offer different components which cater to which context one applies (Gustfason and Branch, 1997; Moser, 2000). Although game development has a history of implementation in ID (Garris et al. (2002), literature still lack available of comprehensive methods specifically for developing mGBL applications. Most of the methods are guidelines or general approaches for developing mobile game (Dholkawala, 2007; IGDA, 2005).
Other concerning aspect to develop mGBL is the restrictions on design in mobile environment such as screen design, interaction, and software/hardware dependent (Lee, 2005). The guideline on how to align with these restrictions should also be included in the development method, so that the developer will put into consideration when they apply it into the real development.
4.0Research Objectives
In attempting to cater this problem, the following research objectives are devised. The main research objective is to propose a methodology for developing mobile game-based learning (mGBL). In accomplishing the main objective, the following sub-objectives are also formed:
- To investigate the key issues of:
- developing mobile game for learning
- embedding ID model in developing mGBL.
- To explore and identify the main components of methodology for developing mGBL.
- To develop the methodology for development of mGBL.
- To test the proposed methodology by developing a prototype.
- To evaluate the proposed methodology in term of development efficiency
5.0Research Questions
In achieving the objectives, four main questions bring up:
- What are the key issues of developing mobile game-based learning?
- What are the components of design model for developing mobile casual game for learning (mGBL)?
- What are the flows and cycles of the mGBL development methodology?
- How to evaluate the efficiency of the proposed methodology?
6.0Research Methodology
A prominent design science research methodology (Vaishnavi and Kuechler, 2007) will be adopted for accomplishing the research objective because the expected main output for this research is a methodology. The methodology is divided into five phases; Awareness of Problem, Suggestions Development, Evaluation, and Conclusion. Figure 2 illustrates the activities will be conducted in this study.
Activities
Phases
1.1 Literature study, web browsing & information reuse
Research Methodology
1 Awareness of Problem
2 Suggestion
3 Development
4 Evaluation
5 Conclusion
1.3 Initial study on the usage of mobile game among students
1.4 Survey study on mGame Development Methodology among mGame developers
Outcomes
2.1 Study on the flow and cycle of the mGBL development
Research problems
Key issues of mGBL development
Components of mGBL methodology
1.2 Comparative study on current mGBL methodologies/ models
3.1 Develop the proposed mGBL methodology
4.1 Test the proposed methodology by developing a prototype
5.1 Report writing and research publication
4.2 Evaluate the proposed methodology in term of development efficiency
Proposed mGBL methodology
mGBL Prototype
Evaluation Result
Publications
2.2 Combine the mGBL development components
Obj 1
Obj 2
Obj 3
Obj 4
Obj 5
Figure 2: Research methodology adopted from Vaishnavi & Kuechler (2007)
7.0Comparative Study on the GBL Design and Development Models
This study is conducted in order to compare and explore the available design and development methods proposed by several researchers. The collected models can be analyzed into two: (1) General Game-based Learning Models and (2) Mobile Game Design Models and Methodologies.
The general GBL models as following:
- Amory and Seagram (2003) – Game Object Model (GOM), Game Achievement Model (GAM); and Persona Outlining Model (POM).
- Amory (2007) – Game Object Model II
- Garris et al. (2002) – Input-Process-Outcome Game Model
- Kiili (2005) – Kiili’s Model
- Norma (2005) – Engaging Multimedia Design Model
- Watson (2007) – Games for Activating Thematic Engagement (GATE)
- Tan et al. (2007) – Adaptive Digital Game-based Learning Framework
- Noor Azli et al. (2008) – Framework for Designing GBL for Children
- Nor Azan & Wong (2008) -GBL Model for history courseware design
The mobile game development models and methodologies as listed below:
- Mitchell et al. (2006) – mGBL model
- Paras & Bizzocchi (2005) -Integrated Model for Educational Game Design
- Dholkawala (2005) – Best Practice for Mobile Game Development
- McGuire (2006) – Scrum Methodology
- Dynamic Ventures (2007) -Game Development Methodology
- Edwards & Coulton (2006) – Design-Protect-Build-Test-Market-Sell
- Novak (2004, 2007) – Game Development Process
- Janousek (2007) – Game Life Cycle
The separation between the above two analyzed categories is based on the differences on the design model and development methodologies. As stated by Vaishnavi and Kuechler (2007), design model is a set of propositions which express the relationship between components or concept. On the other hand, development methodology is a set of steps or guidelines used to perform a task.
Table 2 and 3 illustrate a summary of the comparative study on the design or development models and methodologies for game-based learning (GBL), mobile game (mGame), and mobile game-based learning (mGBL). The analysis is based on descriptions, advantages, and disadvantages of the models.
Table 2: A summary of GBL models
No. |
Name |
Author/ Proposed by |
Description |
Disadvantages |
|
|
5. |
Input-Process-Outcome Game Model |
Garris et al. (2002) |
|
|
6. |
Kiili’s Model |
Kiili (2005) |
|
|
7. |
Engaging Multimedia Design Model |
Norma (2005) |
|
|
8. |
GATE (Games for Activating Thematic Engagement) theory |
Watson (2007) |
|
|
9. |
Adaptive Digital Game-based Learning Framework |
Tan et al. (2007) |
|
|
10. |
Framework for Designing GBL for Children |
Noor Azli et al. (2008) |
|
|
11. |
GBL Model for history courseware design |
Nor Azan & Wong (2008) |
|
|
Table 3: A summary of mGame and mGBL design models and methodologies
1. |
mGBL Model |
Mitchell et al. (2006) |
|
|
2. |
Integrated Model for Educational Game Design |
Paras & Bizzocchi (2005) |
|
|
3. |
Best Practice for Mobile Game Development |
Dholkawala (2005) |
|
|
4. |
Scrum Methodology |
McGuire (2006) |
|
|
5. |
Game Development Methodology |
Dynamic Ventures, Inc. (2007) |
|
|
6. |
Design-Protect-Build-Test-Market-Sell |
Edwards & Coulton (2006) |
|
|
7. |
Game Development Process |
Novak (2004, 2007) |
|
|