Research Article
The Main Components of Creativity in Educational Game: A Case Study
@INPROCEEDINGS{10.1007/978-3-319-95450-9_25, author={Najmeh Behnamnia and Amirrudin Kamsin and Maizatul Ismail and A. Hayati}, title={The Main Components of Creativity in Educational Game: 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 Preschoolers Case study Creativity Creative thinking}, doi={10.1007/978-3-319-95450-9_25} }
- Najmeh Behnamnia
Amirrudin Kamsin
Maizatul Ismail
A. Hayati
Year: 2018
The Main Components of Creativity in Educational Game: A Case Study
ICETIC
Springer
DOI: 10.1007/978-3-319-95450-9_25
Abstract
Recently, due to the increase use of technology among children, fostering creativity in the virtual environment has become a challenge to investigate. Few studies have pointed out that young children can use an extensive area of technologies in order to elevate creativity and learning. The aim of the study is to identify pre-school children’s usage of tablet apps and the response in terms of the impact on their learning, playing and creativity. In this study, researcher used a sample of apps that were preloaded onto one tablet. Participants were seven pre-school children (3–6 years old) in Foundation Stage 1 and 2 in a Montessori school. The video recording took place for ten days. The result from the study showed that apps can promote learning and creativity in a wide range of ways, subjected to the design of the apps and the child’s individual preferences.