Pupils internet usage, gaming experience, learning problems, educational values and change in behaviour using Kahoot in Biology

<p>This study was aimed to identify pupils internet usage, gaming experience, learning</p><p>problems, educational values and change in behaviour using Kahoot in biology. A</p><p>mixed method approach with embedded design was used...

Full description

Saved in:
Bibliographic Details
Main Author: Suresh Kumar Joseph
Format: thesis
Language:eng
Published: 2022
Subjects:
Online Access:https://ir.upsi.edu.my/detailsg.php?det=9180
Tags: Add Tag
No Tags, Be the first to tag this record!
id oai:ir.upsi.edu.my:9180
record_format uketd_dc
institution Universiti Pendidikan Sultan Idris
collection UPSI Digital Repository
language eng
topic QH Natural history
spellingShingle QH Natural history
Suresh Kumar Joseph
Pupils internet usage, gaming experience, learning problems, educational values and change in behaviour using Kahoot in Biology
description <p>This study was aimed to identify pupils internet usage, gaming experience, learning</p><p>problems, educational values and change in behaviour using Kahoot in biology. A</p><p>mixed method approach with embedded design was used. The study used purposive</p><p>sampling with ten form 4 biology students, four biology teachers and four parents as</p><p>participants in the qualitative part of the study while random sampling was used for</p><p>250 students who were respondents for the survey. The instruments used to gather</p><p>qualitative data were interview protocols, field notes and document analysis while</p><p>questionnaire was used to gather quantitative data. All instruments were checked and</p><p>validated by five experts with percentage agreements of more than 90%. Reliability</p><p>was carried out through member checking, peer checking, expert consultation, and</p><p>pilot study with Cronbachs alpha value of 0.752. There were 18 interviews, ten</p><p>document analysis, four observations and a survey. Data analysis for interview</p><p>protocols and field notes were through thematic analysis, document analysis checklist</p><p>through rubric while questionnaire used mean and standard variation. The findings</p><p>revealed that 98% of the pupils surf internet using handphones. 79.2% of the pupils</p><p>have online gaming experience with 30.4% of them gaming for fun. Problems in</p><p>learning biology are due to the subject itself, students themselves, parents influence,</p><p>teachers characteristics and infrastructures such as classrooms, biology laboratories,</p><p>library and computer laboratory. Thinking skill is the educational value that emerged</p><p>in interviews, observations and survey. Playing Kahoot caused positive and negative</p><p>change in behaviour too. As a conclusion, the study provides positive indication on</p><p>the usefulness of Kahoot as an effective, interesting and motivating technique in</p><p>learning biology. The implication of this study is mainly on pupils, teachers, parents</p><p>and school to further improve so that learning of biology will be more successful,</p><p>meaningful and fun</p>
format thesis
qualification_name
qualification_level Doctorate
author Suresh Kumar Joseph
author_facet Suresh Kumar Joseph
author_sort Suresh Kumar Joseph
title Pupils internet usage, gaming experience, learning problems, educational values and change in behaviour using Kahoot in Biology
title_short Pupils internet usage, gaming experience, learning problems, educational values and change in behaviour using Kahoot in Biology
title_full Pupils internet usage, gaming experience, learning problems, educational values and change in behaviour using Kahoot in Biology
title_fullStr Pupils internet usage, gaming experience, learning problems, educational values and change in behaviour using Kahoot in Biology
title_full_unstemmed Pupils internet usage, gaming experience, learning problems, educational values and change in behaviour using Kahoot in Biology
title_sort pupils internet usage, gaming experience, learning problems, educational values and change in behaviour using kahoot in biology
granting_institution Universiti Pendidikan Sultan Idris
granting_department Fakulti Sains dan Matematik
publishDate 2022
url https://ir.upsi.edu.my/detailsg.php?det=9180
_version_ 1776104601425018880
spelling oai:ir.upsi.edu.my:91802023-07-12 Pupils internet usage, gaming experience, learning problems, educational values and change in behaviour using Kahoot in Biology 2022 Suresh Kumar Joseph QH Natural history <p>This study was aimed to identify pupils internet usage, gaming experience, learning</p><p>problems, educational values and change in behaviour using Kahoot in biology. A</p><p>mixed method approach with embedded design was used. The study used purposive</p><p>sampling with ten form 4 biology students, four biology teachers and four parents as</p><p>participants in the qualitative part of the study while random sampling was used for</p><p>250 students who were respondents for the survey. The instruments used to gather</p><p>qualitative data were interview protocols, field notes and document analysis while</p><p>questionnaire was used to gather quantitative data. All instruments were checked and</p><p>validated by five experts with percentage agreements of more than 90%. Reliability</p><p>was carried out through member checking, peer checking, expert consultation, and</p><p>pilot study with Cronbachs alpha value of 0.752. There were 18 interviews, ten</p><p>document analysis, four observations and a survey. Data analysis for interview</p><p>protocols and field notes were through thematic analysis, document analysis checklist</p><p>through rubric while questionnaire used mean and standard variation. The findings</p><p>revealed that 98% of the pupils surf internet using handphones. 79.2% of the pupils</p><p>have online gaming experience with 30.4% of them gaming for fun. Problems in</p><p>learning biology are due to the subject itself, students themselves, parents influence,</p><p>teachers characteristics and infrastructures such as classrooms, biology laboratories,</p><p>library and computer laboratory. Thinking skill is the educational value that emerged</p><p>in interviews, observations and survey. Playing Kahoot caused positive and negative</p><p>change in behaviour too. As a conclusion, the study provides positive indication on</p><p>the usefulness of Kahoot as an effective, interesting and motivating technique in</p><p>learning biology. The implication of this study is mainly on pupils, teachers, parents</p><p>and school to further improve so that learning of biology will be more successful,</p><p>meaningful and fun</p> 2022 thesis https://ir.upsi.edu.my/detailsg.php?det=9180 https://ir.upsi.edu.my/detailsg.php?det=9180 text eng closedAccess Doctoral Universiti Pendidikan Sultan Idris Fakulti Sains dan Matematik <p>Abdul Jabbar, A. I., & Felicia, P. (2015). Gameplay engagement and learning in game-based learning: A systematic review. Review of educational research, 85(4), 740-779.</p><p>Admiraal, W., Huizenga, J., Akkerman, S., & Ten Dam, G. (2011). The concept of flow in collaborative game-based learning. Computers in Human Behavior, 27(3), 1185-1194.</p><p>Agaoglu, O. & Metin, N. (2015). A survey study on the 4th -8 th graders in the science and arts centers who play violent PC games comparing to their school only peer group. Journal of Gifted Education Research, 3(2), 11-25.</p><p>Ahmad, C. N. C., Osman, K., & Halim, L. (2013). Physical and psychosocial aspects of the learning environment in the science laboratory and their relationship to teacher satisfaction. Learning Environments Research, 16(3), 367-385.</p><p>Ahmad, C. N. C., Shaharim, S. A., & Abdullah, M. F. N. L. (2017). Teacher-student interactions, learning commitment, learning environment and their relationship with student learning comfort. Journal of Turkish Science Education, 14(1), 57-72.</p><p>Ahmad, H., & Halim, H. (2017). Determining Sample Size for Research Activities. Selangor Business Review, 2(1), 20-34.</p><p>Ainsworth S, Prain V, Tytler R (2011). Drawing to learn in science. Science 333, 10961097.</p><p>Al-Hadithy, T., & Ali, S. (2018). Gamification in learning English for academic purposes: Designing assessment for language using Kahoot with UAE undergraduate law students. In Proceedings of 110th IASTEM International Conference, Toronto, Canada.</p><p>Almanasreh, E., Moles, R., & Chen, T. F. (2019). Evaluation of methods used for estimating content validity. Research in Social and Administrative Pharmacy, 15(2), 214-221.</p><p>Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital Game-based Learning and Serious Games in Education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139-144.</p><p>Annetta, L. A., Cheng, M. T. & Holmes, S. (2010). Assessing twenty first century skills through a teacher created video game for high school biology students. Research in Science & Technological Education, 28(2): 101-111</p><p>Applebee, A., Langer, J., Nystrand, M., & Gamoran, A. (2003). Discussion-based approaches to developing understanding: Classroom instruction and student are restless. Educause, Vol. 41: 16-30.</p><p>Atkinson, R., & Shiffrin, R. (1968). Human memory: A Proposed System and Its Control Processes. In K. Spence & J. Spence (Eds). The Psychology of Learning and Motivation. Princeton, NJ: Van Nostrand.</p><p>Aydogdu-Karaaslan, I. (2015). Digital games and digital violence awareness: A comperative analysis made on parents and children. The Journal of International Social Research, 8(36): 806-818.</p><p>Baek, Y., & Touati, A. (2017). Exploring how individual traits influence enjoyment in a mobile learning game. Computers in Human Behavior, 69, 347-357.</p><p>Baeten, M., Kyndt, E., Struyven, K., & Dochy, F. (2010). Using student-centred learning environments to stimulate deep approaches to learning: Factors encouraging or discouraging their effectiveness. Educational research review, 5(3), 243-260.</p><p>Bahar, M. (2003). Misconceptions in biology education and conceptual change strategies," Educational Sciences: Theory & Practice, vol. 3(1), pp. 55-64.</p><p>Bakan, U., & M. Oztufekci, Y. (2018). An investigation of the influence of video game music on university students' behavior. EKOD, 12(2): 51-68</p><p>Barr, M. (2018). Student attitudes to games-based skills development: Learning from video games in higher education. Computers in human behavior, 80, 283-294.</p><p>Barr, M. (2019). Video games and learning. In Graduate Skills and Game-Based Learning (pp. 1-31). Palgrave Macmillan, Cham.</p><p>Barrett, D., & Twycross, A. (2018). Data collection in qualitative research.</p><p>Barrett, P., Treves, A., Shmis, T., Ambasz, D., & Ustinova, M. (2019). The impact of school infrastructure on learning: A synthesis of the evidence. The World Bank.</p><p>Barron, B. (2000). Problem solving in video-based microworlds: Collaborative and individual outcomes of high-achieving sixth-grade students. Journal of Educational Psychology, 92(2), 391.</p><p>Batdi, V. (2017). Smart board and academic achievement in terms of the process of integrating technology into instruction: A study on the McA. Croatian journal of education, 19(3), 763-801.</p><p>Becker-Weidman, E. G., Jacobs, R. H., Reinecke, M. A., Silva, S. G., & March, J. S. (2010). Social problem-solving among adolescents treated for depression. Behaviour research and therapy, 48(1), 11-18.</p><p>Bellotti, F., Berta, R., Gloria, A.D. and Primavera, L. (2009) Enhancing the educational value of video games, Computers in Entertainment, Vol. 7, No. 2, p.23.</p><p>Bhargava, V. (2016). Why Social Engagement must be included in your game design and how. [Online]. Available at: https://blog.getsocial.im/why-social-engagement-must-be-included-in-yourgame-design-and-how/ (Accessed: 28/04/2018)</p><p>Bloom, B. (1956). Taxonomy of educational objectives: The cognitive domain. New York: Donald McKay.</p><p>Boddy, C. R. (2016). Sample size for qualitative research. Qualitative Market Research: An International Journal.</p><p>Bourgonjon, J., Valcke, M., Soetaert, R., & Schellens, T. (2011). Students perceptions about the use of video games in the classroom. Heidelberg: Springer Berlin.</p><p>Bramwell-Lalor, S., & Rainford, M. (2014). The effects of using concept mapping for improving advanced level biology students' lower-and higher-order cognitive skills. International Journal of Science Education, 36(5), 839-864.</p><p>Brown, M. H., & Schwartz, R. S. (2009). Connecting photosynthesis and cellular respiration: Preservice teachers' conceptions. Journal of Research in Science Teaching: The Official Journal of the National Association for Research in Science Teaching, 46(7), 791-812.</p><p>Brunnet, N., & Portugal, C. (2016). Digital Games and Interactive Activities: Design of Experiences to Enhance Children Teaching-Learning Process. International Journal of Modern Education & Computer Science, 8(12).</p><p>Bujang, M. A., Omar, E. D., & Baharum, N. A. (2018). A review on sample size determination for Cronbachs alpha test: a simple guide for researchers. The Malaysian journal of medical sciences: MJMS, 25(6), 85.</p><p>Burke, A. (2010). Teacher as leader in a "flat world": Preparing students in a global community, Language Arts Journal of Michigan, 25(2), Article 4. Retrieved from http://scholarworks.gvsu.edu/lajm/vol25/iss2/4</p><p>Cahaya, F. H., Ashadi, A., & Karyanto, P. (2018). Profile Analysis of Students' Problem Solving Ability in Learning Biology in Surakarta State High School. In 5th Asia Pasific Education Conference (AECON 2018). Atlantis Press.</p><p>Calvo-Ferrer, J. R. (2017) Educational games as stand-alone learning tools and their motivational effect on L2 vocabulary acquisition and perceived learning gains, British Journal of Educational Technology, 48(2), 264-278. Cambridge, MA: MIR Press.</p><p>Cantoni, J., & DiBlas, C. (2006). Games: Purpose and potential. The Curriculum Journal. Vol. 12: 102-121.</p><p>Carvalho, M.B. (2016) Serious Games for Learning: A Model and a Reference Architecture for Efficient Game Development, Technische Universiteit, Eindhoven.</p><p>etin, E., & Solmaz, E. (2020). Gamifying the 9 Events of Instruction with Different Interactive Response Systems: The Views of Social Sciences Teacher Candidates. Malaysian Online Journal of Educational Technology, 8(2), 1-15.</p><p>Chan, K.Y.G., Tan, S.L., Hew, K.F.T., Koh, B.G., Lim, L.S. and Yong, J.C. (2017) Knowledge for games, games for knowledge: designing a digital roll-and-move board game for a law of torts class, Research and Practice in Technology Enhanced Learning, Vol. 12, No. 1, p.7.</p><p>Chang, C. Y., & Hwang, G. J. (2019). Trends in digital game-based learning in the mobile era: a systematic review of journal publications from 2007 to 2016. International Journal of Mobile Learning and Organisation, 13(1), 68-90.</p><p>Chen, M. P., & Wang, L.C. (2009). The effects of types of interactivity in experimental game-based learning. Proceedings of 4th International Conference on eLearning and Games, Edutainment 2009. Banff, Canada.</p><p>Cheng, M. T., & Annetta, L. (2012). Students learning outcomes and learning experiences through playing a Serious Educational Game. Journal of Biological Education, 46(4), 203-213.</p><p>Chiel, H. J., McManus, J. M., & Shaw, K. M. (2010). From biology to mathematical models and back: teaching modeling to biology students, and biology to math and engineering students. CBELife Sciences Education, 9(3), 248-265.</p><p>Chin, L. C., & Zakaria, E. (2015). Effect of game-based learning activities on childrens positive learning and prosocial behaviours (Kesan Aktiviti Pembelajaran Berasaskan Permainan terhadap Pembelajaran Positif dan Tingkah Laku Prososial Kanak-Kanak). Jurnal Pendidikan Malaysia (Malaysian Journal of Education), 40(2), 159-165</p><p>Chiu, J. L., DeJaegher, C. J., & Chao, J. (2015). The effects of augmented virtual science laboratories on middle school students' understanding of gas properties. Computers & Education, 85, 59-73.</p><p>Chowdhury, M. (2018). Emphasizing morals, values, ethics, and character education in science education and science teaching. MOJES: Malaysian Online Journal of Educational Sciences, 4(2), 1-16.</p><p>Chun, D., Kern, R., & Smith, B. (2016). Technology in language use, language teaching, and language learning. The Modern Language Journal, 100(S1), 64-80.</p><p>Chuan, C. L., & Penyelidikan, J. (2006). Sample size estimation using Krejcie and Morgan and Cohen statistical power analysis: A comparison. Jurnal Penyelidikan IPBL, 7(1), 78-86.</p><p>Ciesielska, M., Bostrom, K. W., & Ohlander, M. (2018). Observation methods. In Qualitative methodologies in organization studies (pp. 33-52). Palgrave Macmillan, Cham.</p><p>Cimer, A. (2012). What makes biology learning difficult and effective: Students' views. Educational Research and Reviews, 7(3), 61.</p><p>Clarke, V., & Braun, V. (2013). Teaching thematic analysis: Overcoming challenges and developing strategies for effective learning. The psychologist, 26(2).</p><p>Connell, G. L., Donovan, D. A., & Chambers, T. G. (2016). Increasing the use of student-centered pedagogies from moderate to high improves student learning and attitudes about biology. CBELife Sciences Education, 15(1), ar3.</p><p>Corbeil, P. (1999). Learning from the children: Practical and theoretical reflections on playing and learning. Simulation & Gaming, 30(2), 163-180.</p><p>Corbin, J., & Strauss, A. (2014). Basics of qualitative research: Techniques and procedures for developing grounded theory. Sage publications.</p><p>Creswell, J. (2002). Educational research: Planning, conducting, and evaluating quantitative and qualitative research. Upper Saddle River, NJ: Merrill Prentice Hall.</p><p>Creswell, J. W., & Creswell, J. D. (2017). Research design: Qualitative, quantitative, and mixed methods approach: Sage publications.</p><p>Creswell, J. W., Klassen, A. C., Plano Clark, V. L., & Smith, K. C. (2012). Best practices for mixed methods research in the health sciences. Bethesda (Maryland): National Institutes of Health, 2013, 541-545.</p><p>Cridge, B. J., & Cridge, A. G. (2015). Evaluating How Universities Engage School Students with Science: A Model Based on the Analysis of the Literature. Australian Universities' Review, 57(1), 34-44.</p><p>Csikszentmihalyi, M. (1990). Flow: the psychology of optimal experience. New York: Curriculum Journal. Vol. 16, No. 4: 455 474.</p><p>Dabbagh, N., Benson, A. D., Denham, A., Joseph, R., Al-Freih, M., Zgheib, G., & Guo, Z. (2016). Learning technologies and globalization: Pedagogical frameworks and applications. Springer.</p><p>De Coito, I., & DiGiuseppe, M. (2012). Transforming the story of Biology through digital literacies in Science teacher education. Learning, Media and Technology, 32: 45-56.</p><p>De Freitas, S. I. (2006). Using games and simulations for supporting learning. Learning, media and technology, 31(4), 343-358.</p><p>De Freitas, S., & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?. Computers & education, 46(3), 249-264.</p><p>De Grove, F., Bourgonjon, J., & Van Looy, J. (2012). Digital games in the classroom? A contextual approach to teachers adoption intention of digital games in formal education. Computers in Human behavior, 28(6), 2023-2033.</p><p>de Sousa, F. (2018). Game-Based Learning in the Dialogical Classroom: Videogames for Collaborative Reasoning about Morality and Ethics in Citizenship Education. In Games and Education: Designs in and for Learning (pp. 47-65). Brill Sense.</p><p>Dellos, R. (2015). Kahoot! A digital game resource for learning. International Journal of Instructional technology and distance learning, 12(4), 49-52.</p><p>Derakhshan, A., & Khatir, E. D. (2015). The effects of using games on English vocabulary learning. Journal of Applied Linguistics and Language Research, 2(3), 39-47.</p><p>Deubel, P. (2006). Game on! T.H.E. Journal (Technological Horizons in Education) 33 (6): 30-35</p><p>Devi, K.R.P. (2016). Role of problem solving ability on enhancing students achievement. Indian J. Res. 5, 238240.</p><p>Dewi, A. K., & Ichsan, I. Z. (2018). Increasing junior high school student higher order thinking skills (hots) using q&a methods in genetics topic. Proceeding of Biology Education, 2(1), 84-91.</p><p>DHAR, D., & IP, G. (2017). An Analysis of Students Drawing and Labelling Skills in Science at the Elementary Level. Indian Educational, 55(2), 108.</p><p>Dickey, M. D. (2007). Game design and learning: A conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Educational Technology Research and Development, 55(3), 253-273.</p><p>Dukhan, S. (2018). Note-making in Biology: How the school experience influences note-making practice and approach at university. African Journal of Research in Mathematics, Science and Technology Education</p><p>Duncan, A. (2015). What Can Technology Do for Tomorrows Children? Innovation in education goes well beyond gadgets and apps. Heres my vision for the classroom of the future.</p><p>Eck, R. V. (2006). Digital game based learning: Its not just the digital natives who are restless. Educause, Vol. 41: 16-30.</p><p>Eltahir, M. E., Alsalhi, N. R., Al-Qatawneh, S., AlQudah, H. A., & Jaradat, M. (2021). The impact of game-based learning (GBL) on students motivation, engagement and academic performance on an Arabic language grammar course in higher education. Education and Information Technologies, 26(3), 3251-3278.</p><p>Etikan, I., & Bala, K. (2017). Sampling and sampling methods. Biometrics & Biostatistics International Journal, 5(6), 00149.</p><p>Etikan, I., Musa, S. A., & Alkassim, R. S. (2016). Comparison of convenience sampling and purposive sampling. American journal of theoretical and applied statistics, 5(1), 1-4.</p><p>Fabricatore, C., & Lpez, X. (2009). Gaming and the Scientific Mind: Designing Games to Develop the Scientific Mind.</p><p>Fazilah Razali, OthmanTalib, & Azraai Othman. (2017). Aplikasi Kemahiran Proses Sains Dalam Pembelajaran Berasaskan Masalah Untuk Mata Pelajaran Biologi. JuKu: Jurnal Kurikulum & Pengajaran Asia Pasifik, 4(3), 38-46.</p><p>Felicia, P. (2009). Digital games in schools: a handbook for teachers. Brussels: European Schoolnet.</p><p>Felicia, P. (2011). How can a digital game for learning be defined? Brussels: European Schoolnet.</p><p>Fetters, M. D., & Molina-Azorin, J. F. (2017). The Journal of Mixed Methods Research Starts a New Decade: The Mixed Methods Research Integration Trilogy and Its Dimensions. Journal of Mixed Methods Research, 11(3), 291307.</p><p>Fook, C. Y., & Sidhu, G. K. (2015). Investigating learning challenges faced by students in higher education. Procedia-social and behavioral sciences, 186, 604-612.</p><p>Freitas, S. A. A., Lacerda, A. R., Calado, P. M., Lima, T. S., & Canedo, E. D. (2017). Gamification in education: A methodology to identify student's profile. In 2017 IEEE Frontiers in Education Conference (FIE) (pp. 1-8). IEEE.</p><p>Fugard, A. J., & Potts, H. W. (2015). Supporting thinking on sample sizes for thematic analyses: a quantitative tool. International Journal of Social Research Methodology, 18(6), 669-684.</p><p>Fusch, P. I., & Ness, L. R. (2015). Are we there yet? Data saturation in qualitative research. The qualitative report, 20(9), 1408.</p><p>Fusch, P., Fusch, G. E., & Ness, L. R. (2018). Denzins paradigm shift: Revisiting triangulation in qualitative research. Journal of Social Change, 10(1), 2. Futurelab, Bristol, UK.</p><p>Gagne, R. & Driscoll, M. (1988). Essentials of Learning for Instruction (2nd Ed.).</p><p>Gagne, R. (1985). The Condition of Learning (4th). New York: Holt, Rinehaet & Winston</p><p>Gagne, R., Briggs, L., & Wager, W. (1992). Principles of Instructional Design (4th Ed.). Fort Worth, TX: HBJ College Publishers</p><p>Gagne, R.M. (1985). The Conditions of Learning and Theory of Instruction (4th ed.). New York: Holt, Rinehart & Winston.</p><p>Gagne, R.M., Glaser, R. (2010). Foundations in learning research. In Instructional Technology: Foundations; Robert, M.G., Ed.; Routledge: New York, NY, USA.</p><p>Galbis-Cordoba, A., Mart-Parreno, J. & Curras-Perez, R. (2017). Education Students Attitude towards the Use of Gamification for Competencies Development. Journal of e-Learning and Knowledge Society, 13(1).</p><p>Gamage, K. A., Dehideniya, D. M. S. C. P. K., & Ekanayake, S. Y. (2021). The Role of Personal Values in Learning Approaches and Student Achievements. Behavioral Sciences, 11(7), 102.</p><p>Games, I. A. (2008). Three Dialogues: a framework for the analysis and assessment of twenty-first-century literacy practices, and its use in the context of game design within Gamestar Mechanic. E-Learning, 5(4). 396-417.</p><p>Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33: 441467.</p><p>Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20-20.</p><p>Gee, J.P. (2007) What Video Games have to Teach us About Learning and Literacy, Palgrave Macmillian, New York.</p><p>Giannakos, M.N. (2013) Enjoy and learn with educational games: examining factors affecting learning performance, Computers and Education, Vol. 68, pp.429439, ISSN 0360-1315.</p><p>Gibbs, G. R. (2018). Analyzing qualitative data (Vol. 6). Sage.</p><p>Gillipsie, L., Martin, F., & Parker, M. (2010). Games and education. Journal of Mathematics & Technology, 4 (1): 68-80.</p><p>Glover, I (2013) Play as you learn: gamification as a technique for motivating learners, Herrington, J. et al. (Eds.). Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications, pp. 19992008, Chesapeake, VA.</p><p>Gok M., Inan M. & Akbayr K. (2020). Examining mobile game experiences of prospective primary school teachers and their game designs about teaching math*, Elementary Education Online, 19(2):641-666.</p><p>Gokcearslan, S. & Durakoglu, A. (2014). An analysis of video game addiction levels among secondary school students according to several variables. Dicle University Journal of Ziya Gokalp Faculti of Education, 23(14): 419-435.</p><p>Goodson, L.A., Slater, D., & Zubovic, Y. (2015). Adding confidence to knowledge. J. Scholarsh. Teach. Learn. 15, 2037.</p><p>Grace, T. (2016) Digital Game-Based Learning: Effects on Students Perceptions and Achievements in a Business Process Management Course, Doctoral dissertation, Wits University, School of Economic and Business Sciences, South Africa [online] wiredspace.wits.ac.za/handle/10539/22119</p><p>Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423(6939), 534-537.</p><p>Griffiths, M. (2005). The educational benefits of videogames. Education and Health.</p><p>Griffiths, M.D. (2005). Components, model of addiction within a biopsychosocial framework. Journal of Substance Use, 10(4): 191-197.</p><p>Gros, B. (2007). Digital Games in Education: The Design of Games-Based Learning Environments. Journal of Research on Technology in Education; 40: 23.</p><p>Gunawardhana, L. P. D., & Palaniappan, S. (2015). Psychology of digital games and its effects to its users. Creative Education, 6(16), 1726.</p><p>Halim, L., Abd Rahman, N., Zamri, R., & Mohtar, L. (2018). The roles of parents in cultivating children's interest towards science learning and careers. Kasetsart Journal of Social Sciences, 39(2), 190-196.</p><p>Hall, A., Reiss, M. J., Rowell, C., & Scott, A. (2003). Designing and implementing a new advanced level biology course. Journal of Biological Education, 37(4), 162-167.</p><p>Halstead, J. M., & Taylor, M. J. (2000). Learning and teaching about values: a review of recent research. Cambridge Journal of Education, 30(2), 169202.</p><p>Hamizul, M., & Rahimi, N. M. (2015). Design and development of Arabic online gamesa conceptual paper. Procedia-Social and Behavioral Sciences, 174, 1428-1433.</p><p>Hansen, D.S. and Storjord, D. (2016) Learning through a Game-Exploring Fun and Learning in a Project Management Game, Masters thesis, Norwegian University of Science and Technology [online] https://brage.bibsys.no/xmlui/handle/11250/2411523</p><p>Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & education, 80, 152-161</p><p>Hashimov, E. (2014). Qualitative data analysis: A methods sourcebook and the coding manual for qualitative researchers. Technical Communication Quarterly, 24(1), 109-112.</p><p>Hayes, A. F., & Coutts, J. J. (2020). Use Omega Rather than Cronbachs Alpha for Estimating Reliability. But Communication Methods and Measures, 14(1), 1-24</p><p>Hazar, Z. (2019). An Analysis of the Relationship between Digital Game Playing Motivation and Digital Game Addiction among Children. Asian Journal of Education and Training, 5(1), 31-38.</p><p>Heale, R., & Twycross, A. (2015). Validity and reliability in quantitative studies. Evidence-based nursing, 18(3), 66-67.</p><p>Heng, L. C., & Said, M. N. H. M. (2020). Effects of digital game-based learning apps based on Mayers cognitive theory of multimedia learning in mathematics for primary school students. Innovative Teaching and Learning Journal (ITLJ), 4(1), 65-78.</p><p>Hense, J., & Mandl, H. (2014). Learning in or with Games? In Digital systems for open access to formal and informal learning (pp. 181-193). Springer, Cham.</p><p>Herz, J.C. (1997). Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds. London, UK: Little Brown and Company.</p><p>Herranen, J., Vesterinen, V. M., & Aksela, M. (2018). From learner-centered to learner-driven sustainability education. Sustainability, 10(7), 2190.</p><p>Hiong, L., & Osman, K. (2015). An Interdisciplinary Approach for Biology, Technology, Engineering and Mathematics (BTEM) to Enhance 21st Century Skills in Malaysia. K-12 STEM Education, 1(3), 137-147.</p><p>Holmes, J. B. and Gee, E. R. (2016) A framework for understanding game-based teaching and learning, On the Horizon, Vol. 24 Issue: 1, pp.1-16,</p><p>Honig, A. S. 2007. Ten power boosts for childrens early learning. Young Children 62(5): 72-78.</p><p>Hong, J. C., Cheng, C. L., Hwang, M. Y., Lee, C. K., & Chang, H. Y. (2009). Assessing the educational values of digital games. Journal of Computer Assisted Learning, 25(5), 423-437.</p><p>Hsiao, H.S., Chang, C.S., Lin, C.Y., & Hu, P.M. (2014). Development of Children's Creativity and Manual Skills within Digital Game- Based Learning Environment. Journal of Computer Assisted Learning, 30(4), 377-395.</p><p>Hsu, C-Y., Tsai, M-J., Chang, Y-H. and Liang, J-C. (2017) Surveying in-service teachers beliefs about game-based learning and perceptions of technological pedagogical and content knowledge of games, Educational Technology and Society, Vol. 20, No. 1, pp.134143.</p><p>Hulya, K. and O. Orsal, 2018. Computer game addiction and loneliness in children. Iranian Journal of Public Health, 47(10): 1504-1510</p><p>Hussain, S. Y. bin S., Hoe, T. W., & Idris, M. Z. bin. (2017). Digital game based learning: A new method in teaching and learning mathematics, 30016, 30016. https://doi.org/10.1063/1.4983894</p><p>Hussain, S. S., Tan, W. H., & Idris, M. Z. (2014). Digital game-based learning for remedial mathematics students: A new teaching and learning approach in Malaysia. International Journal of Multimedia and Ubiquitous Engineering, 9(11), 325-338.</p><p>Ibrahim, R., Masrom, S., Yusoff, R. C. M., Zainuddin, N. M. M., & Rizman, Z. I. (2017). Student acceptance of educational games in higher education. Journal of Fundamental and Applied Sciences, 9(3S), 809-829.</p><p>Ismail, N., & Tyler-Jones, M. (2018). Games-based online course design: Prototype of gamification for online tutors. In ECGBL 2018 12th European Conference on Game-Based Learning (p. 249). Academic Conferences and publishing limited.</p><p>Ismail, Muhd Al-Aarifin, Anisa Ahmad, Jamilah Al-Muhammady Mohammad, Nik Mohd Rizal Mohd Fakri, Mohd Zarawi Mat Nor, and Mohamad Najib Mat Pa. (2019). Using Kahoot! as a formative assessment tool in medical education: a phenomenological study. BMC medical education, 19(1), 1-8.</p><p>Ismail, M. A. A., & Mohammad, J. A. M. (2017). Kahoot: A promising tool for formative assessment in medical education. Education in Medicine Journal, 9(2).</p><p>Ivankova, N. V., & Creswell, J. W. (2009). Mixed methods. Qualitative research in applied linguistics: A practical introduction, 23, 135-161.</p><p>Janice, D.G. and J.J. Clement. 2008. Effects of Student-Generated Diagrams Versus Student Generated Summaries on Conceptual Understanding of Causal and Dynamic Knowledge in Plate Tectonics. Journal of Research in Science Teaching. vol. 36, no. 1. pp. 3953.</p><p>Jenson, J., Taylor, N., & De Castell, S. (2007). Shifting design values: A playful approach to serious content. E-Learning and Digital Media, 4(4), 497-507.</p><p>Jieshang, J., & Jong, M. S. Y. (2009). The Educational Values of Games Research [J]. Journal of Distance Education, 1.</p><p>Jones, M. G. (1998). Creating Engagement in Computer-Based Learning Environments. Minnesota: Paragon House.</p><p>Jones, S. M., Katyal, P., Xie, X., Nicolas, M. P., Leung, E. M., Noland, D. M., & Montclare, J. K. (2019). A KAHOOT!approach: the effectiveness of game-</p><p>based learning for an advanced placement biology class. Simulation & Gaming, 50(6), 832-847.</p><p>Jonsson, A., & Svingby, G. (2007). The use of scoring rubrics: Reliability, validity and educational consequences. Educational research review, 2(2), 130-144.</p><p>Juan, A., & Visser, M. (2017). Home and school environmental determinants of science achievement of South African students. South African Journal of Education, 37(1), 1-10.</p><p>Justice, L.J. and Ritzhaupt, A.D. (2015) Identifying the barriers to games and simulations in education: creating a valid and reliable survey, Journal of Educational Technology Systems, Vol. 44, No. 1, pp.86125.</p><p>Kallio, H., Pietil, A. M., Johnson, M., & Kangasniemi, M. (2016). Systematic methodological review: developing a framework for a qualitative semi-structured interview guide. Journal of advanced nursing, 72(12), 2954-2965.</p><p>Kapasa, J., Samuels, E. B., & Mulendema, P. J. (2015). Problems Faced by Students and Lecturers in Teaching and Learning of Approximation in Primary Colleges of Education: A Case Study of 4 Primary Colleges on the Copperbelt Province-Zambia. Journal of Education and Practice, 6(17), 137-146.</p><p>Kapp, K. (2014). Gamification: Separating fact from fiction. Online: CLOmedia. Retrieved July 1, 2017, from http://cedma-europe. org/newsletter%20articles/ Clomedia/ Gamification%20-%20Separating%20Fact%20 from%20Fiction% 20(Mar%2014).pdf</p><p>Kay, D., & Kibble, J. (2016). Learning theories 101: application to everyday teaching and scholarship. Advances in physiology education, 40(1), 17-25.</p><p>Kebritchi, M. (2008). Effects of a computer game on mathematics achievement and class motivation: An experimental study (pp. 1-185). University of Central Florida.</p><p>Kebritchia, .., Hirumi, A. and Bai, H. (2010) The effects of modern mathematics computer games on mathematics achievement and class motivation, Computers and Education, Vol. 55, No. 2, pp.427443.</p><p>Khadjooi, K., Rostami, K., & Ishaq, S. (2011). How to use Gagne's model of instructional design in teaching psychomotor skills. Gastroenterology and Hepatology from bed to bench, 4(3), 116.</p><p>Khan, F. M. A., & Masood, M. (2014). Potential of Interactive Multimedia Learning Courseware using three different strategies in the learning of biology for Matriculation students in Malaysia. Procedia-Social and Behavioral Sciences, 116, 2521-2525.</p><p>Khare, A. P., & Kumar, J. (2015). A framework for evaluation of e-learning applications in developing countries. Adv. Comput. Sci. Inf. Technol, 2, 62-67.</p><p>Kinzie, M., & Joseph, D. (2008). Gender differences in game activity preferences of middle school children: Implications for educational game design. Educational Technology Research and Development, 56(5), 643-663.</p><p>Kircaburun, K., Jonason, P. K., & Griffiths, M. D. (2018). The Dark Tetrad traits and problematic online gaming: The mediating role of online gaming motives and moderating role of game types. Personality and Individual Differences, 135, 298-303.</p><p>Klabbers, J. H. (2003, November). The gaming landscape: a taxonomy for classifying games and simulations. In DIGRA conference (pp. 4-6).</p><p>Klaila, D. (2001). Game-Based E-Learning Gets Real. Learning Circuits (Jan 2001).</p><p>Klopfer, E. (2008). Environmental Detectives- the development of an augmented reality platform for environmental simulations. Educational Technology Research and Development, 56 (2), 203-228</p><p>Klopfer, E., Osterweil, S., Groff, J., & Haas, J. (2009). The instructional digital games, social networking, simulations and how teachers can leverage them. Cambridge, MA: MIR Press.</p><p>Kneale, P. E. (1998). Note taking for geography students. Journal of Geography in Higher Education, 22(3), 427-433.</p><p>Kostera, M. (2007). Organizational Ethnography: Methods and Inspirations. London: Sage.</p><p>Krejcie, R. V., & Morgan, D. W. (1970). Determining sample size for research activities. Educational and psychological measurement, 30(3), 607-610.</p><p>Kumar, P. (2017). Need and importance of value education for a happy life. International Journal of Academic Research and Development, 2(4), 588-592.</p><p>Kutner, L. A., Olson, C. K., Warner, D. E., & Hertzog, S. M. (2008). Parents and sons perspectives on video game play: A qualitative study. Journal of Adolescent Research, 23: 7696.</p><p>Lemmens, J.S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12(1): 77-95.</p><p>Lindley, C.A. (2004). Narrative, game play, and alternative time structures for virtual literacy. New York: Palgrave Macmillan.</p><p>Li, C., & Tsai, C.C. (2013). Game-based learning in science education: A review of relevant research. Journal of Science Education and Technology, 22(6), 877-898.</p><p>Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018). Students perception of Kahoot!s influence on teaching and learning. Research and Practice in Technology Enhanced Learning, 13(1), Article 9. doi:10.1186/s41039-018-0078-8</p><p>Lowe, S. D. (2012). Strategies for Online Instruction: How to support the Dependent Learner.[Online].Available at: http://onlinelearninginsights.wordpress.com/2012/08/24strategies-for-onlineinstruction-how-tosupport-the-dependent-learner/. (Accessed: 22/10/2017).</p><p>Lukas, M. (2015). Parental Involvement in Occupational Education of Their Children. Online Submission.</p><p>Lutz, S., & Huitt, W. (2003). Information processing and memory: Theory and applications. Educational Psychology Interactive, 1-17.</p><p>Mahmud, Z. (2015). Handbook of Research Methodology: A simplified version. UPENA.</p><p>Makany, T., Kemp, J., & Dror, I. E. (2009). Optimising the use of note-taking as an external cognitive aid for increasing learning. British Journal of Educational Technology, 40, 619635</p><p>Malone, T. W. (1981). Towards a theory of intrinsically motivating instruction. Cognitive Science, 4: 333369.</p><p>Malterud, K., Siersma, V. D., & Guassora, A. D. (2016). Sample size in qualitative interview studies: guided by information power. Qualitative health research, 26(13), 1753-1760.</p><p>Manzoor, A. (2020). Designs of Mixed Method Research. In Cognitive Analytics: Concepts, Methodologies, Tools, and Applications (pp. 95-121). IGI Global.</p><p>Marlina, S. (2017). Character Values Development in Early Childhood through Traditional Games. In 3rd International Conference on Early Childhood Education (ICECE 2016) (pp. 404-408). Atlantis Press.</p><p>Mart-Parreo, J., Mndez-Ibez, E. and Alonso-Arroyo, A. (2016) The use of gamification in education: a bibliometric and text mining analysis, Journal of Computer Assisted Learning, Vol. 32, No. 6, pp.663676.</p><p>Matawali, A., Bakri, S. N. S., Jumat, N. R., Ismail, I. H., Arshad, S. E., & Din, W. A. (2019). The Preliminary Study on Inverted Problem-Based Learning in Biology among Science Foundation Students. International Journal of Evaluation and Research in Education, 8(4), 713-718.</p><p>Mayer, R. (2003). The promise of multimedia learning: Using the same instructional design methods across different media. Learning and Instruction, 13(2), 125.</p><p>Mayer, R. E., & Moreno, R. (2003). Nine ways to reduce cognitive load in multimedia learning. Educational Psychologist, 38(1), 43-52.</p><p>Mayer, R. (2009). Multimedia learning (2nd ed.). Cambridge: Cambridge University Press</p><p>McClarty, K. L., Orr, A., Frey, P. M., Dolan, R. P., Vassileva, V., & McVay, A. (2012). A literature review of gaming in education. Gaming in education, 1-35.</p><p>McLaren, B. M., Adams, D. M., Mayer, R. E. and Forlizzi, J. (2017) A computer-based game that promotes mathematics learning more than a conventional approach, International Journal of Game-Based Learning (IJGBL), 7(1), 36- 56.</p><p>Meeri, K. (2016) Video Games can be Good for Brain Health? [online] http://bold.expert/videogames-can-be-good-for-brain-health</p><p>Merriam, S. B., & Grenier, R. S. (Eds.). (2019). Qualitative research in practice: Examples for discussion and analysis. John Wiley & Sons.</p><p>Merriam, S. B., & Tisdell, E. J. (2015). Qualitative research: A guide to design and implementation. John Wiley & Sons.</p><p>Michael, D., & Chen, S. (2005). Serious games: Games that educate, train, and inform. Boston, MA.: Thomson Course Technology.</p><p>Mohajan, H. K. (2017). Two criteria for good measurements in research: Validity and reliability. Annals of Spiru Haret University. Economic Series, 17(4), 59-82.</p><p>Moreno, J. (2012). Digital Competition Game to Improve Programming Skills. Educational Technology & Society, 15 (3): 288297.</p><p>Morse, J. M. (2016). Mixed method design: Principles and procedures (Vol. 4). Routledge.</p><p>Musante, S. (2008). Critical conversations: The 2008 Biology Education Summit. BioScience, 58(8): 685-689</p><p>Nah, F. F. H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014). Gamification of education: A review of literature. Paper presented at the HCI in Business, 22-27 June, Cham, Switzerland.</p><p>Nan Kong (2019) Active Game-Based Learning of Dynamics Modeling and Simulation in Biomedical Systems Engineering. INFORMS Transactions on Education 20(1):16-25.</p><p>Neik, T. X., Song, B. K., & Davidson, P. (2017). Popularity of Various Teaching Methods in A Post-Secondary Biology Class of A Malaysian Private Institution. Asean Journal of Teaching and Learning in Higher Education (AJTLHE), 8(1), 1-25.</p><p>Nikken, P., & Jansz, J. (2006). Parental mediation of childrens videogame playing:</p><p>Noble, H., & Smith, J. (2015). Issues of validity and reliability in qualitative research. Evidence-based nursing, 18(2), 34-35.</p><p>Noem, P. M., & Mximo, S. H. (2014). Educational games for learning. Universal Journal of Educational Research, 2(3), 230-238.</p><p>Noraddin, E. M. & Kian, N. T. (2014). Academics' attitudes toward using digital games for learning & teaching in Malaysia. Malaysian Online Journal of Educational Technology, 2(4), 1-21.</p><p>Nordin, A., & Ling, L. H. (2011). Hubungan sikap terhadap mata pelajaran sains dengan penguasaan konsep asas sains pelajar tingkatan dua. Journal of Science & Mathematics Educational, 2(2), 89-101.</p><p>Nussey, D. H., Wilson, A. J. & Brommer, J. E. 2007. The evolutionary ecology of individual phenotypic plasticity in wild populations. Journal of Evolutionary Biology, 20, 831e844.</p><p>Nygren, E., Blignaut, A. S., Leendertz, V., & Sutinen, E. (2019). Quantitizing affective data as project evaluation on the use of a mathematics mobile game and intelligent tutoring system. Informatics in Education, 18(2), 375-402.</p><p>OLeonard, K. (2014). The Corporate Learning Factbook 2014: Benchmarks, Trends and Analysis of the U.S. Training Market. Bersin & Assoiciates Factbook Report.</p><p>ONeil, H. F., Wainess, R., & Baker, E. L. (2005). Classification of learning outcomes: Evidence from the computer games literature. The Curriculum Journal, 16 (4), 455-474</p><p>Oblinger, D. G. and Oblinger, J. L. (2005). Is it age or IT: First steps toward understanding the next generation. In D. G. Oblinger & J. L. Oblinger (Eds.), Educating the next generation. (pp: 2.1-2.20).</p><p>Osman, K., & Hamid, S. H. A. (2009). Standard setting: Inserting domain of the 21st century thinking skills into the existing science curriculum in Malaysia. Procedia-Social and Behavioral Sciences, 1(1), 2573-2577.</p><p>Pallesen, S., Lorvik, I.M., Bu, E.H., & Molde, H. (2015). An exploratory study investigating the effects of a treatment manual for video game addiction. Psychological Reports, 117(2): 490-495.</p><p>Pandian Ambigapathy & Revathi Ramiah. (2004). Mathematics and Science English: Teacher voice. Universiti Sains Malaysia.</p><p>Panoutsopoulos, H., & Sampson, D. G. (2012). A Study on Exploiting Commercial Digital Games into School Context. Educational Technology & Society, 15 (1):1527.</p><p>Papadakis, St. and Kalogiannakis, M. (2017) Mobile educational applications for children: what educators and parents need to know, International Journal of Mobile Learning and Organisation, Vol. 11, No. 3, pp.256277.</p><p>Papadakis, St., Kalogiannakis, M., Orfanakis, V., Zaranis, N. (2014) Novice programming environments, in Fardoun, H.M. and Gallud, J.A. (Eds.): Scratch and App Inventor: A First Comparison, Proceedings of the 2014 Workshop on Interaction Design in Educational Environments, ACM, New York, pp.17</p><p>Papadakis, S. (2018). Evaluating pre-service teachers' acceptance of mobile devices with regards to their age and gender: a case study in Greece. International Journal of Mobile Learning and Organisation, 12(4), 336-352.</p><p>Paraskeva, F., Mysirlaki, S., & Papagianni, A. (2010). Multiplayer online games as educational tools: Facing new challenges in learning. Computers & Education, 54(2), 498-505.</p><p>Pardede, P. (2019). Pre-service EFL teachers' perception of Blended learning. Journal of English Teaching, 5(1), 1-14.</p><p>Park, B., Flowerday, T., & Brnken, R. (2015). Cognitive and affective effects of seductive details in multimedia learning. Computers in Human Behavior, 44, 267-278.</p><p>Parsonson, B. S. (2012). Evidence-Based Classroom Behaviour Management Strategies. Kairaranga, 13(1), 16-23</p><p>Patton, M. Q. (2015). What brain sciences reveal about integrating theory and practice. American Journal of Evaluation, 35(2), 237-244.</p><p>Payne, D. L., & Zimmerman, T. D. (2010). Beyond terra firma: Bringing ocean and aquatic sciences to environmental and science teacher education. In The inclusion of environmental education in science teacher education (pp. 81-94). Springer, Dordrecht.</p><p>Phang, F. A., Abu, M. S., Ali, M. B., & Salleh, S. (2014). Faktor penyumbang kepada kemerosotan penyertaan pelajar dalam aliran sains: satu analisis sorotan tesis. Sains Humanika, 2(4).</p><p>Phillippi, J., & Lauderdale, J. (2018). A guide to field notes for qualitative research: Context and conversation. Qualitative health research, 28(3), 381-388.</p><p>Pinter, K. (2011). Creating Games from Mathematical Problems. PRIMUS, 21(1): 7390</p><p>Posso, A. (2016). Internet usage and educational outcomes among 15-year old Australian students. International Journal of Communication, 10, 26.</p><p>Premarathne, P. K. (2017). A study on incorporating gamification into ESL classroom via Kahoot!. International Conference on the Humanities (ICH), 2017 Faculty of Humanities, University of Kelaniya, Sri Lanka.</p><p>Prensky, M. (2001). Digital natives, digital immigrants. On the horizon, 9 (5): 1-6.</p><p>Prensky, M. (2007). Digital Game-Based Learning. Minnesota: Paragon House. Press.</p><p>Proctor, M. D., & Marks, Y. (2013). A survey of exemplar teachers' perceptions, use, and access of computer-based games and technology for classroom instruction. Computers & Education, 62, 171-180.</p><p>Prokop, P., Tuncer, G., & Chud, J. (2007). Slovakian students attitudes toward biology. Eurasia Journal of Mathematics, Science and Technology Education, 3(4), 287-295.</p><p>Protopsaltis, A., Pannese, L., Pappa, D., & Hetzner, S. (2011). Serious games and formal and informal learning. E-Learning Papers, 1887-1542.</p><p>Queiros, A., Faria, D., & Almeida, F. (2017). Strengths and limitations of qualitative and quantitative research methods. European Journal of Education Studies.</p><p>Quillin, K., & Thomas, S. (2015). Drawing-to-learn: A framework for using drawings to promote model-based reasoning in biology. CBELife Sciences Education, 14(1), es2.</p><p>Rabu, S. N. A., & Talib, Z. (2017). The effects of digital game-based learning on primary school students English vocabulary achievement and acceptance. Innovative Teaching and Learning Journal (ITLJ), 1(1), 61-74.</p><p>Razali, F. B., Talib, O. B., & Othman, A. B. (2017). Aplikasi Kemahiran Proses Sains dalam Pembelajaran Berasaskan Masalah Untuk Mata Pelajaran Biologi. JuKu: Jurnal Kurikulum & Pengajaran Asia Pasifik, 4(3), 38-46.</p><p>Richter, G., Raban, D. R., & Rafaeli, S. (2015). Gamification in education and business. Studying Gamification: The Effect of Rewards and Incentives on Motivation, Springer, New York, NY, 21-46.</p><p>Risku, J., Kemell, K. K., Kultanen, J., Feschenko, P., Carelse, J., & Korpikoski, K. (2019). Does Self-efficacy Matter? On the Correlation of Self-efficacy and Creativity in IT Education. In International Conference on Software Business (pp. 336-344). Springer, Cham.</p><p>Rivera, M. (2016) Is Digital Game-Based Learning the Future of Learning? [Online]. Available at: https://elearningindustry.com/digital-game-based-learning-future</p><p>Roam D (2008). Back of the Napkin: Solving Problems and Selling Ideas with Pictures, New York: Penguin.</p><p>Roehl, A., Reddy, S. L., & Shannon, G. J. (2013). The flipped classroom: An opportunity to engage millennial students through active learning strategies. Journal of Family & Consumer Sciences, 105(2), 44-49.</p><p>Roszelina Abd Rahman, Suzilawati Shamsuddin, Hasrina Hamzah, Norlizawati Ishak & Kamaruddin Ilias. (2021). Visualisasi Kolaboratif Dalam Pembelajaran Berkonsep Abstrak Cellular Respiration. Jurnal Penyelidikan Dedikasi, 19(1), 119-144.</p><p>Rouse, K. E. (2013). Gamification in science education: The relationship of educational games to motivation and achievement. Dissertations, 622, 1-116.</p><p>Rumfola, L. (2017). Positive reinforcement positively helps students in the classroom (Doctoral dissertation).</p><p>Saidin, N. F., Halim, N. D. A., & Yahaya, N. (2015). A review of research on augmented reality in education: Advantages and applications. International education studies, 8(13), 1.</p><p>Saleh, S., & Aziz, A. (2012). Teaching Practices Among Secondary School Teachers in Malaysia. International Proceedings of Economics Development and Research, 47(14), 63 67.</p><p>Sandelowski, M. (1995). Sample size in qualitative research. Research in nursing & health, 18(2), 179-183.</p><p>Sanders, V. (2007). Note-Taking: Purpose, Problems and Proposals: Drawing on Classroom Experience, Viv Sanders Offers Advice and Seeks Answers. History Review, (59), 26.</p><p>Sapsaglam (2018). Changing game preferences of preschool children. Ahi Evran University Kirsehir Education Faculty Journal, 7(1): 1-28</p><p>Sardone, N. B., & Scherer, R. D. (2010). Digital games for English classrooms. The Curriculum Journal. Vol. 16, No. 4: 455 474.</p><p>Sarkar, B., & Barman, P. (2019). Lack of Infrastructural Facilities in Government & Government Aided Primary Schools in West Bengal: An Analytical Study. International Journal of Research in Social Sciences, 9(1), 252-259</p><p>Saulter, J. (2007). Introduction to video game design and development. New York: McGraw-Hill.</p><p>Schreier, M. (2018). Sampling and generalization. The Sage handbook of qualitative data collection, 84-98.</p><p>Schulze, S., & Lemmer, E. (2017). Family experiences, the motivation for science learning and science achievement of different learner groups. South African Journal of Education, 37(1).</p><p>Schunk, D.H. (2012). Learning Theories: An Educational Perspectives, 6th Edition. New York: Pearson Education Inc.</p><p>Schwandt, T. A. (2015). The SAGE Dictionary of Qualitative Inquiry. 4th edition. Thousand Oaks, CA: SAGE.</p><p>Schwarz, C. V., Reiser, B. J., Davis, E. A., Kenyon, L., Acher, A., Fortus, D., Scwartz, Hug B, & Krajcik, J. (2009). Developing a learning progression for scientific modeling: Making scientific modeling accessible and meaningful for learners. The Official Journal of the National Association for Research in Science Teaching, 46(6), 632-654.</p><p>Schweppe, J., & Rummer, R. (2014). Attention, Working Memory, and Long-Term Memory in Multimedia Learning: An Integrated Perspective Based on Process Models of Working Memory. Educational Psychology Review, 26(2), 285-306.</p><p>Serin, H. (2018). A comparison of teacher-centered and student-centered approaches in educational settings. International Journal of Social Sciences & Educational Studies, 5(1), 164-167.</p><p>Sharma, G. (2017). Pros and cons of different sampling techniques. International journal of applied research, 3(7), 749-752.</p><p>Shrestha, B. K., & Gupta, P. (2019). Impact of Value Education in Personal Behaviour of Students: A Case Study of Nepal. Nepal Journal of Multidisciplinary Research, 2(3), 1-8.</p><p>Shultz, K. S., Whitney, D. J., & Zickar, M. J. (2020). Measurement theory in action: Case studies and exercises. Routledge.</p><p>Simon, M. and Goes, J. (2016). Reliability and validity in qualitative studies. Dissertation Recipes.Available: http://www.dissertationrecipes.com/reliability-validity-qualitative-studies/</p><p>Sin, N. M., Talib, O., Norishah, T. P., Ishak, A. A., & Baki, R. (2014). Male students and digital game: Reason, motivation and feeling. International Journal of Information and Education Technology, 4(1), 6.</p><p>Singh, A. S. (2014). Conducting case study research in non-profit organisations. Qualitative Market Research: An International Journal, 17, 7784.</p><p>Skaalvik, E. M., & Skaalvik, S. (2015). Job Satisfaction, Stress and Coping Strategies in the Teaching Profession-What Do Teachers Say? International education studies, 8(3), 181-192.</p><p>Soh, P. C. H., Charlton, J. P., & Chew, K. W. (2014). The influence of parental and peer attachment on Internet usage motives and addiction. First Monday.</p><p>Soh, P. C. H., Chew, K. W., Koay, K. Y., & Ang, P. H. (2018). Parents vs peers influence on teenagers Internet addiction and risky online activities. Telematics and Informatics, 35(1), 225-236.</p><p>Spradley, J. P. (2016). Participant observation. Waveland Press.</p><p>Stavros, C., & Westberg, K. (2009). Using triangulation and multiple case studies to advance relationship marketing theory. Qualitative Market Research:12, 307320.</p><p>Stencel, J. E. (1998). An interactive lecture notebook--twelve ways to improve students' grades: Drawing students' attention to what they need to know in lecture. Journal of College Science Teaching, 27(5), 343.</p><p>Stieler-Hunt, C., & Jones, C. M. (2015b, May). A model for exploring the usefulness of games for classrooms. Paper presented at the DiGRA 2015 Conference: Diversity of Play, Lneburg, Germany</p><p>Sung, H. Y., & Hwang, G.J. (2013). A collaborative game-based learning approach to improving students' learning performance in science courses.Computers & Education, 63, pp. 43-51</p><p>Sung, Y. T., Chang, K. E., & Liu, T. C. (2016). The effects of integrating mobile devices with teaching and learning on students' learning performance: A metaanalysis and research synthesis. Computers & Education, 94, 252-275.</p><p>Suyatno, M., Jumintono, M., Pambudi, D. I., & Mardati, A. (2017). Design of Values Education in School for Adolescents. In 2nd International Conference on Innovative Research Across Disciplines (ICIRAD 2017) (pp. 6-9). Atlantis Press.</p><p>Taber, K. S. (2018). The use of Cronbachs alpha when developing and reporting research instruments in science education. Research in Science Education, 48(6), 1273-1296.</p><p>Taghizadeh, M., Vaezi, S., & Ravan, M. (2017).Digital Games, Songs and Flashcards and their Effects on Vocabulary Knowledge of Iranian Preschoolers. Studies, 5(4), 156-171</p><p>Tahar, A. M., & Zaid, N. M. (2018). Persepsi Pelajar Terhadap Penggunaan Frog VLE Dalam Matapelajaran Biologi Tingkatan 4 (Students Perception towards the Usage of Frog VLE in Form 4 Biology Subject). Innovative Teaching and Learning Journal (ITLJ), 2(2), 43-58.</p><p>Talib, O., Luan, W. S., Azhar, S. C., & Abdullah, N. (2009). Uncovering Malaysian students motivation to learning science. European Journal of Social Sciences, 8(2), 266-276.</p><p>Talib, R. (2009). Pembinaan dan Pengesahan Instrumen Ujian Literasi Pentaksiran. Tesis Ph.D. Universiti Teknologi Malaysia.</p><p>Tan, A. L., Malini Ganapathy & Manjeet Kaur. (2018). Kahoot! It: Gamification in Higher Education. Pertanika Journal of Social Sciences & Humanities, 26(1).</p><p>Tarr, J. E., Reys, R. E., Reys, B. J., Chvez, ., Shih, J. & Osterlind, S. J. 2008. The impact of middle-grades mathematics curricula and the classroom learning environment on student achievement. Journal for Research in Mathematics Education 247-280.</p><p>Tempelman-Kluit, N. (2006). Multimedia learning theories and online instruction. College & Research Libraries, 67(4), 364-369. Retrieved from https://files.nyu.edu/ntk2/public/ multimedia.pdf</p><p>Thornberg, R. (2008). The lack of professional knowledge in values education. Teaching and Teacher Education, 24(7), 17911798.</p><p>Toh, S. C., Munassar, W. A. S., & Yahaya, W. A. J. W. (2010). Redundancy effect in multimedia learning: A closer look. Curriculum, Technology & Transformation for An Unknown Future. Proceedings Ascilite Sydney, 988-99.</p><p>Tokan, M. K., & Imakulata, M. M. (2019). The effect of motivation and learning behaviour on student achievement. South African Journal of Education, 39(1).</p><p>Tokarieva, A. V., Volkova, N. P., & Harkusha, I. V. (2019). Educational digital games: models and implementation. Educational</p><p>Turner III, D. W. (2010). Qualitative interview design: A practical guide for novice investigators. The qualitative report, 15(3), 754.</p><p>Vellymalay, S., K., N. (2011). Sikap dan tingkah laku remaja terhadap pembelajaran di sekolah: Satu kajian kes di rumah kanakkanak. Jurnal Pendidikan Malaysia 36(2): 25-32.</p><p>Vogel, J. J., Vogel, D.S., Cannon-Bowers, J., Bowers, C. A., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34: 229243.</p><p>Waghid, F. (2015). On the democratisation of science education through Facebook: Implications for autonomy, equality and teacher education at universities. south African Journal of Higher education, 29(2), 298-314.</p><p>Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learningA literature review. Computers & Education, 149, 103818.</p><p>Wang, A. I., Zhu, M., & Stre, R. (2016). The effect of digitizing and gamifying quizzing in classrooms. In Proceedings of the 10th European Conference on Games Based Learning. University of the West of Scotland, Paisley, Scotland.</p><p>Whitton, N. (2012). The place of game-based learning in an age of austerity. Electronic Journal of e-Learning, 10(2), pp249-256.</p><p>Willis, J., Greenhalgh, S., Nadolny, L., Liu, S., Aldemir, T., Rogers, S., Trevathan, M., Hopper, S. and Oliver, W. (2017) Exploring the rules of the game: games in the classroom, game-based learning, gamification and simulations, in Resta, P. and Smith, S. (Eds.): Proceedings of Society for Information Technology and Teacher Education International Conference, pp.475480, Association for the Advancement of Computing in Education (AACE), Chesapeake, VA</p><p>Winterton, K. (2012). Observational research in a marketing classroom: A guidebook.</p><p>Woo, J. C. (2014). Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes, Educational Technology & Society, 17 (3), pp. 291307.</p><p>Wu, M. L. (2018). Educational Game Design as Gateway for Operationalizing Computational Thinking Skills among Middle School Students. International Education Studies, 11(4), 15-28.</p><p>Yahya, A., & Ismail, N. (2011). Factor in Choosing Courses and Learning Problems in Influencing the Academic Achievement of Students Technical Courses in Three Secondary School in The State of Negeri Sembilan. Journal of Technical, Vocational & Engineering Education.</p><p>Yeoh, M. P. (2013). Facilitating cooperative learning among Matriculation Biology students. Learning Science and Mathematics, 8, 1-9.</p><p>Yildirim, I. (2017). The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons. The Internet and Higher Education, 33, 86-92</p><p>Yue, C., Kim, J., Ogawa, R., Stark, E., & Kim, S. (2013). Applying the cognitive theory of multimedia learning: An analysis of medical animations. Medical Education, 47, 375-387</p><p>Yusoff, Z., Kamsin, A., Shamshirband, S., & Chronopoulos, A. T. (2018). A survey of educational games as interaction design tools for affective learning: Thematic analysis taxonomy. Education and Information Technologies, 23(1), 393-418.</p><p>Zakaria, E., & Iksan, Z. (2007). Promoting cooperative learning in science and mathematics education: A Malaysian perspective. Eurasia Journal of Mathematics, Science and Technology Education, 3(1), 35-39.</p><p>Zaliza, M. N., Zaitul, A., & Zainon, H. (2014). Students attitude and motivation towards Malay learning. Procedia-Social and Behavioral Sciences, 134, 408-415.</p><p>Zamalia, M. (2009). Handbook of Research Methodology: A Simplified Version. University Publication Centre (UPENA), Universiti Teknologi MARA.</p><p>Zamanzadeh, V., Ghahramanian, A., Rassouli, M., Abbaszadeh, A., Alavi-Majd, H., & Nikanfar, A. R. (2015). Design and Implementation Content Validity Study: Development of an instrument for measuring Patient-Centered Communication. Journal of caring sciences, 4(2), 165178.</p><p>Zarzycka-Piskorz, E. (2016). Kahoot it or not? Can games be motivating in learning grammar? Teaching English with Technology, 16(3), 17-36</p><p>Zhang & Shang, J. (2016). Understanding the Educational Values of Video Games from the Perspective of Situated Learning Theory and Game Theory. International Conference on Educational Innovation through Technology (EITT), 76-80</p><p>Zhou, M., & Brown, D. (2015). Educational learning theories. Dalton, GA: Dalton State College.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p>