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Sort it: Puzzle games to improve children sorting skills

Mohd Effend, Muhammad Zainuddiny (2023) Sort it: Puzzle games to improve children sorting skills. Project Report. Melaka, Malaysia, Universiti Teknikal Malaysia Melaka. (Submitted)

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Abstract

This report centers on the conceptualization, creation, and assessment of "Sort It: Puzzle Games To Improve Children Sorting Skills," a gamified educational tool tailored to enhance the sorting aptitude of primary school children. The game belongs to the puzzle genre, integrated within an expansive open-world environment that beckons players to explore before engaging in the underlying minigame challenges. In light of the global impact of the COVID-19 pandemic, the development of this game acquires added significance, as it serves as an instrumental means to motivate students towards learning about animals while concurrently fostering their sorting proficiencies. In a world reshaped by remote learning and limited physical interactions, educational games like "Sort It" become invaluable tools for educators and parents alike. By merging entertainment with educational objectives, the game offers a captivating and interactive way for young learners to engage with sorting concepts, particularly in the context of categorizing animals. As children immerse themselves in the virtual open world, they embark on a journey filled with discovery and knowledge acquisition, all while honing their critical thinking, problem-solving, and sorting skills through engaging gameplay. This report embarks on a comprehensive exploration of "Sort It," delving into its developmental stages, design principles, gameplay mechanics, and the pedagogical foundations that underpin its efficacy as an educational tool. Through rigorous evaluation and assessment, this study seeks to measure the game's impact on improving children's sorting skills, assessing their knowledge acquisition related to animals, and gauging overall user satisfaction. By shedding light on the game's potential as a valuable resource in modern education, this report aims to provide educators, game developers, and stakeholders with insights into harnessing the power of gamification to enhance learning outcomes in the digital age.

Item Type: Final Year Project (Project Report)
Uncontrolled Keywords: Sort it, Sorting, Puzzle, Gamification, Education, Learning
Subjects: Q Science > QA Mathematics
Divisions: Library > Final Year Project > FTMK
Depositing User: Sabariah Ismail
Date Deposited: 03 Jan 2025 08:04
Last Modified: 03 Jan 2025 08:04
URI: http://digitalcollection.utem.edu.my/id/eprint/34554

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