On November 5, 2019 at the Dewan Muazam Shah Universiti Utara Malaysia (UUM), our group have participated in an innovation competition called Sintok International Games and Gamification (SIGG 2019). We have brought our products to compete in this competition. We compete under the postgraduate level and there are total of 9 groups from our batch Postgraduate Diploma in Education (PGDE) also join this competition. Our team brought our products in form of prototype and will be judged by a professional panel of judges. At first, I feel so nervous to join and compete in this competition. This is because our team complete this product in the short period of time and we are quite rushing in every decision and progress we make for our product. We also feel pressured and stressed and we worried about the responds from judges to our innovation products. However, my team and I feel that we already do the best and we decided to follow the flow and hope everything run smoothly. I have to say that I am also very excited when I saw so many creative product innovation and the design from others group. Our product was judged by two professional judges. What was interesting during that time, when we present our product both judges provided many advice and suggestion so that we can made improvements to our product in order to meet today's learning and teaching requirement. They also motivated us and do not make us feel down with our product. Both of the judges give positive feedback and give their suggestion that our product is not limited to the Malay Language subject only but applicable to all subjects. It can be used for any subject and as long as the question and answer change according to the learning objective. They feel excited and happy with our product. My team and I feel very proud of the product that we have presented in front of them. In addition, our booth is also visited by other students, teachers, and our classmates. They were so excited to play this game and because they said that our product was fun and challenging. Besides that, they also thank us because they can improve their knowledge by play this game. Testimony we get from students make us realize that there are also some Malay idioms that they never heard before and they even do not know the meaning of that idioms. At the end of the competition, the winner be announced and we win the first place (gold medal) together with another group from our class, Amathzing. We never expected that we will get the gold medal because every group have their own creativity and strength. We were nominated together with the Amathzing group which was also selected as the overall postgraduate best design. I feel happy, excited and grateful for the victory and it was a great experience for me as my team win the gold medal.
Therefore, I would also like to thank everyone who involve with our product development directly and indirectly ways, especially to our lecturer Dr. Siti Nazuar Sailin and Dr. Farah. Without their guidance, it would be impossible for us to produce our product in short period of time. Thank you everyone! BMomatic is a game-based learning design to emphasize and explain the importance of Idioms in Malay Language among Form 1 students. The board itself is design based on the idea of snake game board then we transform and come out with our own design. Our product is design to improve the level of knowledge and understanding the Malay Idioms and help students to master the use of Malay Idioms among form 1 students through fun and gaming learning environment. BMomatic is design based on our own board game which integrate the use of emerging technology such as digital dice and QR code as an alternative and fun way for learning Idioms in Malay Language. We design our product based on the learning objective as stated below:
After we have specific idea, clear target audience and finished with our game board’s design, we start to create the questions for our product in which our team integrate the use of Bloom Taxonomy model to design our question. It’s mean that, for the easy question, we ask student about the concept of remembering and understanding the Malay Idioms.Then, for the medium question, we create questions for students to apply and analyzing their knowledge to solve the questions. The hard question require students to create and evaluate the meaning of Malay Idioms based on what they learn. After we finish design our question, we generate our question and the answer into QR code and put it into different type of card. Then, our team also create the rules and characteristic of our product stated on below: My teammate are very cooperative. We support each other since the first day we choose our group member. Our team have a very strong teamwork, very supportive, they are very dedicated and work hard to run this project. I belief that having good teamwork and good relationship will bring success on everything that we do. Our project, BMomatic can done successfully because of the full contribution from all my teammate. Good communication make us easy to collaborate and each members contribute the ideas and understanding to finish this project. I feel grateful to have good teammate that always support and help each other to finish our project and surely I feel happy working with my teammate.
Therefore, BMomatic received positive feedback from both students and teachers in terms of its game play, motivation to learn, gamified learning experience and digital technology integration. Based on positive feedback from the judges, we will expand the topic not just cover Malay’s Idiom but another topic in Malay Language like noun, adjective, verb and so on. Our product also can be used not only for Malay Language but also for another subject in school. THE INITIAL IDEA OF OUR PRODUCT Our innovation product is called BMomatic. BMomatic has its own meaning whereby it is the combination of 'BM' represent 'Bahasa Melayu' and 'omatic' represent 'problematic'. Therefore, we combine the word by giving value to our product' name and it mean to solve the problem arise in Malay Language subject. The initial idea of BMomatic is that our group want to design a board game which can be used to learn Malay Language. The reason why we are motivate to produce this product is because we want to create one type of game-based learning, to emphasize and explain the importance of any topic covered in Malay Language. Therefore, we use ADDIE model as guideline to create our product. First, we analyze our specific objective. Our team decided to choose the topic of Malay’s Idioms as our first specific target to see whether our product successfully works out well and can get positive feedback in the future. During our first discussion, we decide to make a board game which emphasize the important of Malay Language Idioms. Then, we set our target audience is form 1 students. Why our team choose form 1 students? This is because form 1 students is the basic stage whereby it is important for the students to understand the basic concept in their study before they move to the next level in secondary school. Therefore, in order to design our product, our team brainstorm the ideas and propose our product’s initial idea which come from the snake board game. Then we make innovation in our product by design our own board game with the use of technology like dice application and QR code. Our team also refer to the Bloom's Taxonomy Model as our guideline to design our product especially to design good and valid question for our product. As I already mentioned above, our product was developed based on upon ADDIE instructional design model in which our teammate analyze the problem or issue in today’s education trends like 21st century learning, required student’s critical thinking, creativity, communication and collaborate with each other. We also identify and the learning environment which require the use of technology to create fun learning environment so that we can use our product to increase student’s interest to study Malay Language. Therefore, our teammate decide to create one game-based learning that required student’s finding solutions to problems, think outside the box, convey ideas and working with others to solve the problems. |
team members1. Marilyn Billy Bijug Archives
September 2020
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