Abstract
Video games, in general, are electronic games that can be interacted with using input devices such as computers and gaming consoles. There are some people who perceive video games as having no educational value, as it is often presented negatively by the media. Thus, the fact that video games can be educational is always overlooked due to the public's negative perception, especially the older generation. This study aims to prove that video games can be “edutainment”, which is both educational and entertaining. Moreover, this study is also conducted through a collection of short stories made into a video game. The finding reveals that gamification of writing, in this case, short stories show positive feedback from adolescents and can encourage them to read more effectively.
Metadata
Item Type: | Book Section |
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Creators: | Creators Email / ID Num. Mohd Rosli, Izzatul Hasanah izzatulrosli320@gmail.com Fadhlullah, Afifah afifahfadhullah@uitm.edu.my |
Contributors: | Contribution Name Email / ID Num. Patron Ab Aziz, Dr. Ameiruel Azwan UNSPECIFIED Team Member Hamzah, Fazlinda UNSPECIFIED Team Member Sharifudin, Mohd Azlan Shah UNSPECIFIED Team Member Mohd Juned, Dr. Amirah UNSPECIFIED Team Member Rokman, Zesdyzar UNSPECIFIED Team Member Rosli, Rozielawati UNSPECIFIED |
Subjects: | P Language and Literature > P Philology. Linguistics > Language and education |
Divisions: | Universiti Teknologi MARA, Melaka |
Event Title: | International Conference of Research on Language Education 2023: “Embracing Change: Emancipating the Landscape of Research in Linguistics, Language and Literature” |
Event Dates: | 13-14 March 2023 |
Page Range: | pp. 91-98 |
Keywords: | Video games; Edutainment; Reading skills; Gamification; Adolescents |
Date: | 2023 |
URI: | https://ir.uitm.edu.my/id/eprint/82049 |
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