Learning Kedah’s dialect via game-based learning / Nureisya Salwani Suhaimi, Nurazian Mior Dahalan and Zainal Fikri Zamzuri

Suhaimi, Nureisya Salwani and Mior Dahalan, Nurazian and Zamzuri, Zainal Fikri (2024) Learning Kedah’s dialect via game-based learning / Nureisya Salwani Suhaimi, Nurazian Mior Dahalan and Zainal Fikri Zamzuri. Progress in Computer and Mathematics Journal (PCMJ), 1. pp. 490-503. ISSN 3030-6728 (Submitted)

Abstract

Malaysia's rich cultural legacy is reflected in its diverse linguistic tapestry, where each state has its own distinct dialects and linguistic subtleties. The dialect spoken in Kedah stands out as one of the most interesting among them, capturing the unique sociocultural dynamics and historical influences of the area. The motivation to do this project is to solve the language barrier between Malaysians in this country. The principal aims of this study were to create a compelling 2D game interface, create a mobile application that facilitates learning the dialect of Kedah, and assess the app's usefulness in teaching basic dialectic information. The application of the ADDIE and ARCS Model, a well-established framework that emphasizes the significance of grabbing learners' attention, establishing the relevance of the content, fostering confidence in learners' abilities, and guaranteeing their overall satisfaction with the learning experience, is central to the design and evaluation of the game-based learning approach. The project assesses the game's usability using the System Usability Scale (SUS) questionnaire. With an evaluation score of 79.88%, the game received an outstanding SUS rating. The score is categorized as an excellent adjective rating based on the SUS score. The results of this study provide insightful information about how game-based approaches may be used to preserve and spread regional dialects. This study is a first step toward incorporating technologically advanced solutions for the preservation and advancement of linguistic diversity. In future endeavors, this game could be added with some features like the Google Translate, where users can sort in their sound and it would give out the meaning in their chosen language, integrating more interactive conversations scenarios within the game and expanding the cultural elements in the game would provide a more immersive experience

Metadata

Item Type: Article
Creators:
Creators
Email / ID Num.
Suhaimi, Nureisya Salwani
2022758187@student.uitm.edu.my
Mior Dahalan, Nurazian
nurazian@uitm.edu.my
Zamzuri, Zainal Fikri
zfikri@uitm.edu.my
Contributors:
Contribution
Name
Email / ID Num.
Editor
Ahmad Fadzil, Ahmad Firdaus
UNSPECIFIED
Editor
Abu Samah, Khyrina Airin Fariza
UNSPECIFIED
Editor
Md Saidi, Raihana
UNSPECIFIED
Editor
Saad, Shahadan
UNSPECIFIED
Editor
Jamil Azhar, Sheik Badrul Hisham
UNSPECIFIED
Editor
Zamzuri, Zainal Fikri
UNSPECIFIED
Editor
Ahmad Fesol, Siti Feirusz
UNSPECIFIED
Editor
Hamzah, Salehah
UNSPECIFIED
Editor
Hamzah, Raseeda
UNSPECIFIED
Editor
Arshad, Mohamad Asrol
UNSPECIFIED
Editor
Mohd Supir, Mohd Hafifi
UNSPECIFIED
Editor
Mat Zain, Nurul Hidayah
UNSPECIFIED
Subjects: T Technology > T Technology (General) > Integer programming
Divisions: Universiti Teknologi MARA, Melaka > Jasin Campus > Faculty of Computer and Mathematical Sciences
Journal or Publication Title: Progress in Computer and Mathematics Journal (PCMJ)
ISSN: 3030-6728
Volume: 1
Page Range: pp. 490-503
Keywords: Game-based learning; Kedah’s Dialect; Malaysia; System Usability Scale; 2D
Date: October 2024
URI: https://ir.uitm.edu.my/id/eprint/106021
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