Emerging Technologies in Computing. First International Conference, iCETiC 2018, London, UK, August 23–24, 2018, Proceedings

Research Article

Game Based Social Skills Apps to Enhance Collaboration Among Young Children: A Case Study

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  • @INPROCEEDINGS{10.1007/978-3-319-95450-9_24,
        author={Najmeh Behnamnia and Amirrudin Kamsin and Maizatul Ismail and A. Hayati},
        title={Game Based Social Skills Apps to Enhance Collaboration Among Young Children: A Case Study},
        proceedings={Emerging Technologies in Computing. First International Conference, iCETiC 2018, London, UK, August 23--24, 2018, Proceedings},
        proceedings_a={ICETIC},
        year={2018},
        month={7},
        keywords={Educational games Game-based learning Pre-schoolers Case study Culture intervention Peer collaboration Game based social skills apps},
        doi={10.1007/978-3-319-95450-9_24}
    }
    
  • Najmeh Behnamnia
    Amirrudin Kamsin
    Maizatul Ismail
    A. Hayati
    Year: 2018
    Game Based Social Skills Apps to Enhance Collaboration Among Young Children: A Case Study
    ICETIC
    Springer
    DOI: 10.1007/978-3-319-95450-9_24
Najmeh Behnamnia1,*, Amirrudin Kamsin1,*, Maizatul Ismail1,*, A. Hayati1,*
  • 1: University of Malaya
*Contact email: n.behnamnia@siswa.um.edu.my, amir@um.edu.my, maizatul@um.edu.my, a.hayati@gmail.com

Abstract

One of the latest trends in mobile phones is the wave of smart phone apps, which include game based social skills and collaboration apps for young children. Despite the massive development and invention on the game based apps, it is also noted that there are still limited studies that discuss on the right guideline in developing the game based social skill apps or to consolidate them into real life learning process. This study discusses about the efficacy of game based social skills apps about Japanese culture and etiquette of collaboration. The aims of this paper included: (1) To investigate and identify features for fostering collaboration through game based social skills apps. (2) To design and develop a model that integrates content, behavioural and applying components of collaboration, roles and relationship with learning Japanese culture and etiquette in game based social skills apps for pre-schooler’s level (3–6 years old). To avoid selective attention bias and assess medium term retention, evaluation methodology uses the extended version of instruments of prior studies by assessing the effects of the game.