Kiddiesafe Applications: Game-Based Learning of Health Education Awareness Among Primary School Students

Authors

  • Puteri Nurfatini Megat Aris Universiti Utara Malaysia, Malaysia
  • Nor Sofi Adlina Mohd Nor School of Multimedia Technology and Communication, Malaysia
  • Azliza Othman UNIVERSITI UTARA MALAYSIA, Malaysia

DOI:

https://doi.org/10.32890/jcisc2024.3.3

Keywords:

Cleanliness Education, Game-Based Learning, Health Education, Primary School Students, Safety Education

Abstract

In the digital age, modern educational institutions face the challenge of engaging a generation of students accustomed to interactive and visually stimulating content. This study explores how the KiddieSafe App, an educational tool infused with game design elements, helps students in primary schools learn issues of safety and cleanliness more effectively. Drawing from the concepts of Digital Game-Based Learning and the development of 21st-century skills, the app features bright animations, interactive quizzes, and an interactive interface to help engage young learners. A summative evaluation of Year 1 students in Sekolah Kebangsaan Jitra 3 shows that this app has the potential to enhance learning outcomes and increase students' engagement. Although there were minor usability issues, general feedback was positive, thus proving this application to have potential as an effective supplementary educational aid. Future enhancements will focus on content diversity and feedback mechanisms to make the learning experience as enriching as possible.

References

Al Azawi. R., Al-Faliti, F. & Al-Blushi, M. (2016). Educational gamification vs. game-based learning: Comparative Study. International Journal of Innovation, Management and Technology, 7(4), 132136. https://doi.org/10.18178/ijimt.2016.7.4.659

Hwa, S. P. (2018). Padagogical in Mathematics Learning: Harnessing the power of digital game-based learning. Educational Technology & Society, 21(4), Special Issue on “Authentic Edutainment with Advance Technologies”, 256-296. https://www.jstor.org/stable/26511553

Hartt, M., Hosseini, H., & Mostafapour, M. (2020). Game On: Exploring the Effectiveness of Game-based Learning. Planning Practice & Research, 35(5), 589–604. https://doi.org/10.1080/02697459.2020.1778859.

Ishak, W. H. W. (2020). Student acceptance on Game to support teaching and learning. International Journal of Advanced Trends in Computer Science and Engineering, 9(3), 2517–2521. https://doi.org/10.30534/ijatcse/2020/05932020

Liu, Y., Yang, Z., & Wang, X. (2020). Gamification in primary education: Developing 21st-century skills through interactive learning. International Journal of Educational Technology in Higher Education, 17(3), 123-137. https://doi.org/10.3390/app12136809

Sabirli, Z. E., & Çoklar, A. N., (2020). The effect of educational digital games on education, motivation and attitudes of elementary school students against course access. World Journal on Educational Technology: Current Issues. 12(4), 326-338. https://doi.org/10.18844/wjet.v12i4.5142

Liu, Z.-Y., Shaikh, Z. A., & Gazizova, F. (2020). Retracted Article: Using the Concept of Game-Based Learning in Education. International Journal of Emerging Technologies in Learning (iJET), 15(14), pp. 53–64. https://doi.org/10.3991/ijet.v15i14.14675 Wong., R. S., Tung, K. T. S., Ho, F. K. W., Wong, W. H. S., Chow, C. B., Chan, K. L., Fu, K. W. & Ip,

P. (2024). Effect of a mobile game-based intervention to enhance child safety: Randomized Controll Trial. Journal of Medical Internet Research, 26, https://doi.org/10.2196/51908

Zheng, Y., Zhang, J., Li, Y., Wu, X., Ding, R., Luo, X., Liu, P., & Huang, J. (2024). Effects of digital game-based learning on students’ digital etiquette literacy, learning motivations, and engagement. Heliyon, 10(1), e23490. https://doi.org/10.1016/j.heliyon.2023.e23490

Downloads

Published

31-10-2024

How to Cite

Megat Aris, P. N., Mohd Nor, N. S. A., & Othman, A. (2024). Kiddiesafe Applications: Game-Based Learning of Health Education Awareness Among Primary School Students. Journal of Creative Industry and Sustainable Culture, 3, 39-48. https://doi.org/10.32890/jcisc2024.3.3

Research impact

Harvested 2026-09-22
0 citations recorded so far

Counts differ between services because each indexes a different body of literature. None of them is the whole picture.

Identifiers DOI 10.32890/jcisc2024.3.3 OpenAlex W4405201692