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Teaching and Learning Insight among Higher Education Students Utilizing E-Tool for Game Development Subject
Hwei Teeng Chong1, Chen Kim Lim2, Kian Lam Tan3

1Hwei Teeng Chong, Faculty of Creative Industries, Universiti Tunku Abdul Rahman, Sungai Long Campus, Kajang, Selangor.
2Chen Kim Lim, Faculty of Art, Computing & Creative Industry, Sultan Idris Education University, Tanjong Malim, Perak Malaysia.
3Kian Lam Tan, Faculty of Art, Computing & Creative Industry, Sultan Idris Education University, Tanjong Malim, Perak Malaysia.
Manuscript received on 27 June 2019 | Revised Manuscript received on 15 July 2019 | Manuscript Published on 26 July 2019 | PP: 285-290 | Volume-8 Issue-2S2 July 2019 | Retrieval Number: B10500782S219/2019©BEIESP | DOI: 10.35940/ijrte.B1050.0782S219
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© The Authors. Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC-BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)

Abstract: There are many adapted teaching and learning (TL) practices that utilized e-learning tools to teach computer laboratories among the tertiary education students. What is the appropriate approach for TL on computing subjects catering for the current era of students? Since information and knowledge can be accessed widely and learnt from the Internet technology. Kolb’s experiential learning and inquiry-based learning approaches had presented several studies area application and resulted to enrich students’ hands-on learning. This research aimed to identify the teaching practices for game development related to computing skill subject. Focus is made for educators to adapt the teaching model as a method for students’ learning emphasizing on software skills in developing game content. The proposed teaching models are framed as referenced from both Kolb’s and inquiry-based learning theories to design the lesson plans and lab exercises. Then, a pilot test survey was conducted among the game students to retrieve their perception and experience throughout the learning process. The survey data presented students’ learning are effective by watching and doing. Corresponding, the inquiry-based model is recommended for teaching practices especially to students without any prior knowledge and skills in to the computing development subject. Therefore, this research suggested both teaching approaches to strengthen students’ basic knowledge learning prior to beginner level.
Keywords: Teaching and Learning (TL) Practices, Kolb’s Experiential Learning, Inquiry-based Learning, Game Development.
Scope of the Article: Smart Learning and Innovative Education Systems