POWER POINT GAMES: THE GAME CHANGER IN ONLINE LEARNING

Haszianaliza Haslan*, Mohd Yusoff Yahaya and Nurul Raudzah Adib Ridzuan

Keywords: gamification, serious game, histology, online learning, innovation

Abstract: Following COVID 19 pandemic, Movement Control Order has been implemented. Hence, paradigm shift towards online learning in higher education. Limitations include difficulty to engage learners and directly assess learner’s comprehension especially during online lecture and practical. Serious game refers to interactive and enjoyable computer application with specific goal and scoring system that reveal learner’s knowledge and skill. Objective of this innovation is to use serious game to supplement the online teaching, in order to increase learner’s engagement in online programs. This game is build based on learning outcomes for General Histology topic that is taught for Year 1 of MBBS 240 programme, Faculty of medicine, Universiti Teknologi MARA. The concept of this game is an interactive adventurous game with target learners are those medical students undertake General Histology.  The game is developed using MS Power point. The story line in which learners must fulfil the game quest by answering all the questions provided in the floating islands. There are four islands, two of the islands has single best answer type questions focussing on identification of slide and structures of the tissue. The third island is an essay type questions where Google form is incorporated, and educator can give feedback. The fourth island, learner’s ability on problem solving and clinical application will be assessed. Evaluation of the game is based on the feedback of learners’ perception on learning experiences using Likert scale on three domains, which are comprehension, motivation and exam preparation. For comprehension, 62.8% of learners strongly agree that the game helps in understanding both the lectures and practical while 60.5% strongly agree it helps in exam preparation. Twenty eight out of 43 respondents strongly agreed that the game increased their motivation to study, while more than 95% of learners wanted to have gamification and 93% believed it was an exciting platform for teaching and learning. In conclusion, an interactive adventurous game can be created using MS PowerPoint. It t can be used as one of supplementary material online learning and it increases learner motivation to study, exam preparation and comprehension.

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