EFFECTS OF DIGITAL GAME-BASED LEARNING ON PRODUCT INNOVATION SKILLS DEVELOPMENT: COMPARATIVE ANALYSIS BETWEEN APPLIED ARTS AND APPLIED SCIENCE UNDERGRADUATE STUDENTS

Authors

DOI:

https://doi.org/10.32890/mjli2024.21.2.12

Abstract

Purpose - This study investigates how Digital Game-based Learning (DGBL) impacts the development of product innovation skills among undergraduate students, comparing the performance of students across different disciplines—Applied Arts (AA) and Applied Sciences (AS). 

Methodology - The study involved 80 undergraduate students: 40 students pursuing an AA degree and 40 pursuing an AS degree. The
design of the innovation game incorporated cognitivist learning strategies based on Bloom’s taxonomy. Innovation skills were evaluated through an open-ended achievement test. 

Findings - The study revealed that DGBL effectively enhances product innovation skills by integrating cognitive strategies, and Bloom’s
Taxonomy into guided answers, and open-ended achievement tests. AS students excelled in problem identification and idea creation,
while AA students emphasised psychological, emotional factors and visualisation representation. 

Significance - The findings suggest promoting interdisciplinary collaboration among educators and policymakers to integrate aesthetics and technological knowledge. This approach enables students from diverse disciplines to leverage their strengths for holistic innovation. For practical applications, game designers and educators can model product innovation steps, offer guided answers, track progress and award virtual badges. The open-ended achievement test is a valuable tool for assessing innovation skills across diverse student backgrounds. Future studies should focus on integrating cognitivism and constructivism in collaborative learning, using generative AIassisted assessment, and bridging virtual idea generation with real-world product idea pitching using voice-input technologies. In conclusion, this study provides practical guidelines for implementing DGBL in product innovation, influencing education, policy-making, and design practices. 

Author Biographies

  • Tan Wee Hoe

    Wee Hoe Tan is an Associate Professor and the Head of Research and Postgraduate Studies at the Faculty of Social Sciences and Liberal Arts in UCSI University, Malaysia. Dr Tan received a PhD in Education, specializing in game-based learning from University of Warwick. He began working between the creative industry and the academia, facilitating university-industry collaboration in Malaysia, UK and US. Before the Covid-19 pandemic, he was a Visiting Faculty at SUTD Game Lab, Singapore, a Hubert H. Humphrey Fellow at the Penn State College of Education, and a Visiting Research Scientist at the Play2Prevent Lab, Yale Center for Health and Learning Games. His research interests spread across various fields in creative multimedia and inventive problem solving.

  • Chong Kim Soon

    Chong Kim Soon is an assistant professor from Faculty of Engineering, Technology and Built Environment, University College Sedaya International (UCSI). His research area focuses on IoT, electronic engineering, games for health and biomedical devices. He has a Bachelor degree in Electrical and Electronic Engineering, Master degree of Science majoring in Electrical, Electronic and System Engineering and PhD in Electrical, Electronic and System Engineering from Universiti Kebangsaan Malaysia.

Additional Files

Published

15-08-2024

How to Cite

EFFECTS OF DIGITAL GAME-BASED LEARNING ON PRODUCT INNOVATION SKILLS DEVELOPMENT: COMPARATIVE ANALYSIS BETWEEN APPLIED ARTS AND APPLIED SCIENCE UNDERGRADUATE STUDENTS. (2024). Malaysian Journal of Learning and Instruction, 21(2), 357-386. https://doi.org/10.32890/mjli2024.21.2.12