EFFECTS OF DIGITAL GAME-BASED LEARNING ON PRODUCT INNOVATION SKILLS DEVELOPMENT: COMPARATIVE ANALYSIS BETWEEN APPLIED ARTS AND APPLIED SCIENCE UNDERGRADUATE STUDENTS

Purpose - This study investigates how Digital Game-based Learning (DGBL) impacts the development of product innovation skills among undergraduate students, comparing the performance of students across different disciplines-Applied Arts (AA) and Applied Sciences (AS).  Methodology - The study involve...

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Main Authors: Tan Bee Sian (Author), Tan Wee Hoe (Author), Ahmad Zamzuri Mohammad Ali (Author), Chong Kim Soon (Author)
Format: Book
Published: UUM Press, 2024-08-01T00:00:00Z.
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001 doaj_22c8dfb9ff934a0aad99a73ddf7f220d
042 |a dc 
100 1 0 |a Tan Bee Sian  |e author 
700 1 0 |a Tan Wee Hoe  |e author 
700 1 0 |a Ahmad Zamzuri Mohammad Ali   |e author 
700 1 0 |a Chong Kim Soon  |e author 
245 0 0 |a EFFECTS OF DIGITAL GAME-BASED LEARNING ON PRODUCT INNOVATION SKILLS DEVELOPMENT: COMPARATIVE ANALYSIS BETWEEN APPLIED ARTS AND APPLIED SCIENCE UNDERGRADUATE STUDENTS 
260 |b UUM Press,   |c 2024-08-01T00:00:00Z. 
500 |a 10.32890/mjli2024.21.2.12 
500 |a 1675-8110 
500 |a 2180-2483 
520 |a Purpose - This study investigates how Digital Game-based Learning (DGBL) impacts the development of product innovation skills among undergraduate students, comparing the performance of students across different disciplines-Applied Arts (AA) and Applied Sciences (AS).  Methodology - The study involved 80 undergraduate students: 40 students pursuing an AA degree and 40 pursuing an AS degree. The design of the innovation game incorporated cognitivist learning strategies based on Bloom's taxonomy. Innovation skills were evaluated through an open-ended achievement test.  Findings - The study revealed that DGBL effectively enhances product innovation skills by integrating cognitive strategies, and Bloom's Taxonomy into guided answers, and open-ended achievement tests. AS students excelled in problem identification and idea creation, while AA students emphasised psychological, emotional factors and visualisation representation.  Significance - The findings suggest promoting interdisciplinary collaboration among educators and policymakers to integrate aesthetics and technological knowledge. This approach enables students from diverse disciplines to leverage their strengths for holistic innovation. For practical applications, game designers and educators can model product innovation steps, offer guided answers, track progress and award virtual badges. The open-ended achievement test is a valuable tool for assessing innovation skills across diverse student backgrounds. Future studies should focus on integrating cognitivism and constructivism in collaborative learning, using generative AIassisted assessment, and bridging virtual idea generation with real-world product idea pitching using voice-input technologies. In conclusion, this study provides practical guidelines for implementing DGBL in product innovation, influencing education, policy-making, and design practices.  
546 |a EN 
546 |a MS 
690 |a digital game-based learning 
690 |a product innovation skill 
690 |a undergraduates 
690 |a problem-solving 
690 |a creativity 
690 |a Education 
690 |a L 
655 7 |a article  |2 local 
786 0 |n Malaysian Journal of Learning and Instruction, Vol 21, Iss 2 (2024) 
787 0 |n https://www.e-journal.uum.edu.my/index.php/mjli/article/view/20342 
787 0 |n https://doaj.org/toc/1675-8110 
787 0 |n https://doaj.org/toc/2180-2483 
856 4 1 |u https://doaj.org/article/22c8dfb9ff934a0aad99a73ddf7f220d  |z Connect to this object online.