The motivation design model and acceptance testing analysis of digital game-based learning (DGBL) softwareWong, S. Y. and Abdullah, M. R. (2015) The motivation design model and acceptance testing analysis of digital game-based learning (DGBL) software. In: 2015 7th International Conference on Information Technology in Medicine and Education (ITME), 13-15 Nov 2015. Full text not archived in this repository. It is advisable to refer to the publisher's version if you intend to cite from this work. See Guidance on citing. Official URL: http://doi.org/10.1109/ITME.2015.127 Abstract/SummaryDigital Game-Based Learning (DGBL) is becoming increasingly prevalent. Its participant-players are in millions and its revenues are in billions of dollars. There is a gap in how effectiveness DGBL software is to encourage students in learning and increase their motivation in learning process. This paper aims to discuss children and teenagers' education with DGBL software and the motivation design for DGBL software. The author also identify and discuss elements of the motivation model which are adopted from ARCS Model and game features from History Multimedia Interactive Educational Game (HMIEG) for History learning. A motivation design model for DGBL software is presented, which can be employed as an efficient and effective tool for promoting learning process. At the end, the analysis of testing results of DGBL software as teaching and learning tools is also reviewed.
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