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Type :thesis
Subject :QA Mathematics
Main Author :Tan, Bee Sian
Title :Effects of game-based problem-solving framework on soft skills development for undergraduate students
Place of Production :Tanjong Malim
Publisher :Fakulti Seni, Komputeran dan Industri Kreatif
Year of Publication :2022
Corporate Name :Universiti Pendidikan Sultan Idris
PDF Guest :Click to view PDF file

Abstract : Universiti Pendidikan Sultan Idris
This study aims to develop and validate the game-based problem-solving framework to develop innovation capability among undergraduate students. This study focuses in the use of digital game-based learning (DGBL) approach to learn soft skills required for developing product innovation capacity. This study consists of two phases. The first phase involves exploratory study to develop the conceptual framework. In the second phase, a quasi-experimental design was used in this study. A total of 106 undergraduate students were chosen from two universities as studied subjects to participate in a onegroup pre and post-test study. There are three instruments developed in this study that were soft skills game “Inventors of Future” (IoF), a game-based training module and an achievement test. Wilcoxon Signed Rank test showed significant difference between two groups on pre-test and post-test scores of overall soft skills (p < .001), problem solving (p < .001), creative thinking (p < .001) and critical thinking (p < .001). Further analysis from Kruskal Wallis H test and Mann Whitney U test revealed that students from the applied sciences background improved their soft skills score significantly after the exposure to the framework. The findings also showed that students from both universities developed critical thinking skills significantly through learning selfassessment technique from IoF. Both results implied that the adaption of soft skills in DGBL required open-ended learning environment with guided instructions. The results also implied that soft skills performance can be assessed from the alignment of Bloom’s taxonomy with game-based content. A guiding principle is developed as a contribution of this study for students, instructors, and game designers in adapting the framework to develop soft skills among undergraduate students in future. In conclusion, this framework can be applied in learning critical thinking skill required for developing innovation capacity.

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