Designing Mobile Game-Based Learning Application for Preschool Children on Oral Health Education using Malay Culture Elements - sersc
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International Journal of Advanced Science and Technology Vol. 29, No. 6s, (2020), pp. 1595-1602 Designing Mobile Game-Based Learning Application for Preschool Children on Oral Health Education using Malay Culture Elements 1 Wan Abdul Rahim Wan Mohd Isa*, 2Ahmad Iqbal Hakim Suhaimi, 3 Mudiana Mokhsin@Misron, 4Laydyawati Roy, 5Indah Mohd Amin 1,2,3,4 Faculty of Computer and Mathematical Sciences, Universiti Teknologi MARA 40450 Shah Alam, Selangor, Malaysia. 5 Faculty of Dentistry, Universiti Teknologi MARA, 47000, Sungai Buloh, Selangor, Malaysia. Abstract Educating children at an early age is important for parents because they are still in the learning process. With the modern age of technology development, values and elements of Malay culture need to be preserved in technology development. The main objective of this research is to design a mobile game-based learning application for preschool children on oral health education by using Malay culture elements. Interview sessions were conducted with a dentist, parents and preschool teachers. The Digital Educational Game Development Methodology (GAMED) was adapted into three phases which are (1) requirement, (2) game design, and (3) implementation. The application focuses on the Malay culture elements which are Malay traditional attire, Malay ‘pantun’, and Malay language. Future work may include adding more Malay culture elements into the mobile game-based learning application. Keywords: Oral health education, mobile learning and technology, mobile-game based learning application, islamic culture, human-computer interaction 1. BACKGROUND In general, mobile games are being introduced to assist educate and enhance the literacy skills and talents of young adults (Shiratuddin & Zaibon, 2010). Children spend time playing games, thus provides a vast opportunity for an educator to fully benefit mobile games for teaching children (Shoukry et al, 2015). Computer and video games can assist learners in learning methods to stress immersion in training, backed by structures that contribute to knowledge, professional abilities and creative thinking (Admiraal et al, 2011). 2. LITERATURE REVIEW 2.1 Importance of Oral Health Education for children. Mouth health reflects the whole body condition. For example, if the mouth is healthy, there is a good chance of overall health. On the other side, it may have other health issues if it has bad oral health. Other research also said that do not take care of oral health may eventually lead to gum problems. The excellent news is when the cavity-preventing advantages can last a lifetime when dental habits are built early. Informational awareness and social awareness of dental care will considerably enhance general health (Allukian, 2008). 2.2 Using Local Cultural Elements in Educational Game Culture may impact the learning techniques for a student (Subramony, 2004). It is imperative to consider culture when designing mobile learning applications (Ariffin et al, 2015). The elements of culture embedded in mobile games are considered good practices towards enriching the learning experience of young people. This is because it helps to shape student’s identity, sharpen their critical skills and expand ISSN: 2005-4238 IJAST Copyright ⓒ 2020 SERSC 1595
International Journal of Advanced Science and Technology Vol. 29, No. 6s, (2020), pp. 1595-1602 the horizons of their world while encouraging them to play an active role in it. Incorporating local culture elements in educational games may also reduce culture shock and anxiety (Shiratuddin & Zaibon, 2010). Local culture may motivate students in mobile learning because they use their own culture or their natural settings (Ariffin et al, 2015). Young (2007) highlighted that one of the challenges of developing mobile game-based learning applications is the lack of local culture guidelines. There are growing numbers of studies on cultural incorporation in the technology design (Young, 2008; Shafie et al, 2010; Wan Abdul Rahim et al, 2008; Wan Abdul Rahim et al, 2009) and working culture (Wan Abdul Rahim et al., 2019). The main objective of this research is to design a mobile game-based learning application for preschool children on oral health education by using Malay culture elements called ‘Kenali Gigi’. 3. METHODOLOGY The Digital Educational Game Development Methodology (GAMED) was adapted into three phases which are (1) requirement, (2) game design, and (3) implementation. 4. RESULT AND FINDINGS 4.1 Phase 1: Requirement The main objective of the interview sessions is to get information from relevant stakeholders and to identify the problem that the children are facing. The interview sessions were conducted with a dentist, preschool teachers and parents. The interview was conducted with a dentist with 6 years of working experience. The dentists give information on children aged between 2 to 5 years, approximately twenty primary teeth will start to grow and will remain until 6 years old. Between the ages of 6 to 12 years of age, milk teeth will begin to replace permanent teeth. The dentist informed that there are approximately 20 different types of teeth that will grow for children which comprise of 10 teeth at the top and 10 teeth at the bottom position of the mouth. The interview with preschool teachers was conducted at a local kindergarten at Kota Damansara, Selangor. The four parents are also interviewed. In general, the parents informed that most of their children have dental health problems due to lack of proper dental care and lack of supervision of children's nutrition. Children are also less knowledgeable about teeth such as proper dental names and dental positions as they are more focused on dental care. Based on the transcripts during the interview, most parents do not have the time to teach their children about dental knowledge. For example, parent 1 said, their children play the game on mobile device occasionally and requires parental supervision. For parents 2, he said that his children are more interested in mobile devices compared to reading books. Parents 3 informed that their children learn while playing games on mobile devices. Parent 4 disagree with exposing their children to mobile devices because it would give a bad effect on exposing them to mobile games. The requirements were used to guide the design of the use case diagram. Fig. 1 shows the interactions of the actor (player). Table 1 is the use case description for the use case diagram. Fig. 2 shows the flow chart of the application. ISSN: 2005-4238 IJAST Copyright ⓒ 2020 SERSC 1596
International Journal of Advanced Science and Technology Vol. 29, No. 6s, (2020), pp. 1595-1602 Fig. 1. Use Case Diagram Table 1. Description of Use Case Diagram Actor Use Case Name Description Watch tutorial The player can choose to watch the tutorial at each level before playing the game. Play Level 1 The player needs to start from level 1 where they need to arrange the top 5 teeth and then proceed to the next level Play Level 2 The player continues playing the games by arrange all the upper teeth and proceed to the last level Play Level 3 The player proceeds to level 3 where they need to arrange the whole teeth to complete all the tasks given. ISSN: 2005-4238 IJAST Copyright ⓒ 2020 SERSC 1597
International Journal of Advanced Science and Technology Vol. 29, No. 6s, (2020), pp. 1595-1602 Fig. 2. Game Flow Chart 4.2 Phase 2: Game Design The designing process is the most significant part in attracting the user’s attention. The application focuses on the Malay culture elements which are Malay traditional attire, Malay ‘pantun’, and Malay language. In this mobile game application for children's dental education interface design that incorporated Malay culture elements is shown as the following: (i) Character Fig. 3. Malay characters of ‘kenali gigi’ game Fig. 3 shows the Malay character where the boy wearing ‘Baju Melayu’ which shows the Malay traditional attire. The character is a girl wearing ‘Baju Kurung’ and wearing ‘hijab’ shows the Malay traditional attire. Male and female characters reflect the characteristics of Malay culture in which they ISSN: 2005-4238 IJAST Copyright ⓒ 2020 SERSC 1598
International Journal of Advanced Science and Technology Vol. 29, No. 6s, (2020), pp. 1595-1602 wear the traditional Malay attire. Using scarves for women showed that she practiced the Malay culture as the culture of the country because Islam is the official state religion. (i) Game Layout Design Storyboard of Kenali Gigi Game The graphical representation is designed to decide the conceptual design of the project. ‘Kenali Gigi’ mobile game application consists of three levels. In general, the player needs to arrange the teeth based on a limited timeframe. Below are the storyboards of the mobile game application for children’s dental education. Fig. 4 below shows the sample of (i) storyboard for the home screen, (ii) storyboard of tutorial, and (iii) storyboard for ‘pantun’. a b c Fig. 4 (a) storyboard for the home page, (b) storyboard of tutorial (b) storyboard for ‘pantun’ On the home page, there are two buttons, (i) The first button is for the tutorial session where the player can learn how to play the game and (ii) The second button is the ‘play’ button to go directly playing the games. There are two characters on the home page which is the girl wear a scarf and ‘Baju Kurung’ to represent traditional Malay attire and traditional Malay attire for the boy is ‘Baju Melayu’, ‘sampin’ and ‘kopiah’. In the tutorial button, there is a female doctor who will teach the player how to play dental games. The doctor will read a ‘pantun’ in the Malay language as the ‘pantun’ is one of Malay cultural elements. For new players, they will be taught by a doctor on how to identify the part of the tooth. The player needs to remember and understand the part of the tooth before playing the game. a b c Fig. 5. (a) storyboard for the top five teeth arrangement game (level 1); (b) storyboard for all upper teeth arrangement game (level 2); (c) storyboard for the whole teeth arrangement game (level 3) Fig. 5 (a) shows the sample of the storyboard for the top 5 teeth arrangement game (level 1). In this game, the player needs to match the correct tooth to the empty tooth. There are four different answers according to the name of the tooth and the player needs to choose one to put in the appropriate place. Fig. 5 (b) shows the sample of the storyboard for all upper teeth arrangement game (level 2). The player must arrange all the upper teeth in the correct position. There are different teeth in each place and the player needs to arrange each tooth until it is finished. ISSN: 2005-4238 IJAST Copyright ⓒ 2020 SERSC 1599
International Journal of Advanced Science and Technology Vol. 29, No. 6s, (2020), pp. 1595-1602 Fig. 5 (c) shows the sample of the storyboard for the whole teeth arrangement game. In this level, the player needs to arrange the whole tooth in the right position. 4.3 Phase 3: Implementation The application is developed using Adobe Photoshop CS5, Autodesk Sketchbook, and Construct2. Fig. 6 and Fig. 7 show the user interface of the developed application and deployed in Google Play. Fig. 6 (a) development of home page; (b) development of tutorial page; (c) development of ‘pantun’ page Fig. 6 (a) shows on the home page, two children are representing a boy and a girl that wear traditional Malay attire which is ‘Baju Melayu’ with ‘sampin’ and ‘kopiah’ for the boy and ‘Baju Kurung’ with a scarf for the girl. The application focuses on the Malay culture elements which are Malay traditional attire, Malay ‘pantun’, and Malay language. For the Home button, it is the button where the player wants to start the game. After players start with the tutorial button, the dentists will guide the players to play the games, as shown in Fig. 6 (b). The dentist will explain to the player about the tooth that the child has, such as the number of teeth, the type of teeth and the place of teeth. By explaining a little about the teeth, children need to remember and understand about the teeth that they learned from the dentist. As shown in Fig. 6 (c), the Malay culture elements, ‘pantun’ will be displayed before players start the game. The ‘pantun’ is about teeth where it warns children to take care of their teeth. This is because ‘Pantun’ is one of the original cultures of the Malays and ‘Pantun’ is the way of writing poetry in Malay culture. Fig. 7 (a) game level 1: arrange the top five teeth; (b) game level 2: arrange the upper teeth; (c) game level 3: arrange the whole tooth As shown in Fig. 7 (a), in level 1, the player has to assemble the top five teeth in this stage. There are five different types of teeth and players must use the drag and drop method to move the teeth in the right place. The player should be able to finish the task in 25 seconds and after a player successfully arranges their teeth in the right place, they will earn two marks per tooth. ISSN: 2005-4238 IJAST Copyright ⓒ 2020 SERSC 1600
International Journal of Advanced Science and Technology Vol. 29, No. 6s, (2020), pp. 1595-1602 Fig. 7 (b) showed in level 2, the player must arrange all the teeth at the top and place them in the correct place. There are ten different types of teeth and there are dental names to help children identify the type of teeth. The time given is 45 seconds and the player should be able to sort all the teeth if they remember what they learned from the dentist in the tutorial games. The player will be given two marks for each correct tooth. Level 3 games are a bit challenging for children, as shown in Fig. 7 (c). This is because, on this stage, it will test the children's understanding by simply giving them a tooth type without specifying the name of the tooth. The player needs to remember the type of teeth and the name of the tooth if they want to complete the task. The time given for this stage is 60 seconds. 5. CONCLUSION ‘Kenali Gigi’, a mobile game-based learning application may create a significant impact on users, especially among preschool children. The usage of this application help user gains more knowledge about tooth and correct ways of identifying tooth parts through tutorials in the application. The dentist in the game will help the user to memorize the tooth parts by giving a better understanding of the tooth. The implementations of Malay culture elements in the application help the user to shape student’s identity, sharpen their critical skills and expand the horizons of their world while encouraging them to play an active role in it. The application focuses on the Malay culture elements which are Malay traditional attire, Malay ‘pantun’, and Malay language. Future work may include adding more Malay culture elements into the mobile game-based learning application. ACKNOWLEDGEMENTS This research is funded by the Research Entity Initiative (REI), Universiti Teknologi MARA, Malaysia. (Project Code: 600-IRMI/REI 5/3 (013/2018)). REFERENCES [1] Allukian, M. (2008). The neglected epidemic and the surgeon general’s report: a call to action for better oral health. American Journal of Public Health, 98, S82– S85. [2] Admiraal, W., Huizenga, J., Akkerman, S., & Dam, G. T. (2011). The concept of flow in collaborative game-based learning. Computers in Human Behavior, 27, 3, 1185-1194. [3] Ariffin, S. A. & Dyson, L. E. (2015). Culturally appropriate design of mobile learning applications in the malaysian context. In: Rau P. (eds) Cross-Cultural Design Applications in Mobile Interaction, Education, Health, Transport and Cultural Heritage. CCD 2015. Lecture Notes in Computer Science, 9181. Springer. [4] Hussain, A., Mkpojiogu, E.O.C., Yusof, M.M. (2016). Perceived usefulness, perceived ease of use, and perceived enjoyment as drivers for the user acceptance of interactive mobile maps. AIP Conference Proceedings, 1761. [5] Hussain, A., Mkpojiogu, E. O. C., Jamaisse, A., & Mohammed, R. (2018). Grab mobile app: A UX assessment on mobile devices. Journal of Advanced Research in Dynamical and Control Systems, 10(10), 1233–1238. [6] Shafie, M., Wan Abdul Rahim, W. M. I. & Nor Laila, M. N. (2010). Muslim user interface evaluation framework (muslim-ui) for islamic genre website: a quantitative approach, Proceedings of the 3rd International Conference on Information and Communication Technology for the Muslim World (ICT4M) 2010. [7] Shiratuddin, N., & Zaibon, S. B. (2010). Mobile game-based learning with local content and appealing characters. International Journal of Mobile Learning and Organisation, 4, 1, 55–82. [8] Shoukry L., Sturm C., Galal-Edeen G. H. (2015). Pre-MEGa: A Proposed Framework for the Design and Evaluation of Preschoolers’ Mobile Educational Games. In: Sobh T., Elleithy K. (eds) Innovations and Advances in Computing, Informatics, Systems Sciences, Networking and Engineering. Lecture Notes in Electrical Engineering, 313, Springer, ISSN: 2005-4238 IJAST Copyright ⓒ 2020 SERSC 1601
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