Word wonders via game-based learning

Jaharudin, Nurul Ain Syuhada and Zaini, Hazrati and Abu Bakar, Noor Suriana (2025) Word wonders via game-based learning. Progress in Computer and Mathematics Journal (PCMJ), 3. pp. 301-308. ISSN 3030-6728

Official URL: https://fskmjebat.uitm.edu.my/pcmj/

Abstract

This project, Word Wonders via Game-Based Learning, addresses the challenges faced by children with dyslexia by developing a 2D game-based learning application. Because of lack of awareness on the clinch between parents and educators, Dyslexia is another condition that is often diagnosed too late. The idea behind this project is that children, aged from 7 to 12, learn better and faster when using Game-Based Learning (GBL), thus needs a fun and interactive environment that is able to assess the skills of reading, spelling and listening. Our application was designed, developed and evaluated using a Waterfall approach. The application was developed using Construct 3, which is a powerful framework for interactive 2D game development, incorporating colorful graphics, an easy-to-use UI, and clear positive reinforcement. These factors are designed to make learning enjoyable and to detect dyslexic tendencies at an early age. The application was created and usability testing was conducted to assess if it was serving the needs of dyslexic children. It was the game-based approach that led to the increase in user engagement and it has been proven to help parents connect with their children about understanding dyslexia better. By using interactive technology, this project demonstrates the possibility for early diagnosis, leading to positive impacts on the education and well-being of dyslexic children. Future enhancements could include incorporating multilanguage support to broaden accessibility and reach a wider audience.

Metadata

Item Type: Article
Creators:
Creators
Email / ID Num.
Jaharudin, Nurul Ain Syuhada
ainjaharudin@gmail.com
Zaini, Hazrati
hazrati_zaini@uitm.edu.my
Abu Bakar, Noor Suriana
suriana_su@uitm.edu.my
Subjects: G Geography. Anthropology. Recreation > GV Recreation. Leisure > Games and amusements > Indoor games and amusements > Computer games. Computer simulated games. Electronic games
L Education > LB Theory and practice of education > Blended learning. Computer assisted instruction. Programmed instruction
P Language and Literature > P Philology. Linguistics > Study and teaching. Research > Vocabulary teaching
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: 3
Page Range: pp. 301-308
Keywords: Dyslexia, Game-Based Learning (GBL), Usability testing
Date: November 2025
URI: https://ir.uitm.edu.my/id/eprint/127947
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