Abstract—At present time, the educators focus more on the use of technology in education such as e-games and e-learning. This paper introduces the research on the development of knowledge through constructionism learning theory by using e-games. It is foreseen to change traditional learning method into one that is ICT centered. The e-games were developed by Game Maker application and incorporated one of the learning theories that is constructionism learning theory. The parameter that is being tested is the level of knowledge in students. In the testing phase, 30 students of Software Engineering in University Malaysia Terengganu were tested on. They were divided into two groups, that is control group and treatment group. The control group used the traditional learning approach meanwhile the treatment group was tested by using e-games approach. The students’ performances were recorded by their Pre-Test and Post-Test scores which is the dependent variable. The course that was used as the scope for this research is Tourism in Malaysia. The game that had been built allows students to obtain general knowledge about islands in Malaysia and unique info regarding every place in those islands. All data of the tests were analyzed by using SPSS, statistical software. The results of Pre-Test and Post-Test stated that the students of treatment group showed an enhancement in scores. Creating e-games learning environments for educators and students may help the future of education evolve in meaningful ways. This research applies constructionism learning theory in e-games application to improve the student’s level of knowledge.
Index Terms—Games based learning, constructionism learning theory, the tourism game.
M. H. Yusoff is with the Department of Computer Science, Faculty Science & Technology, Universiti Malaysia Terengganu (e-mail: firstname.lastname@example.org).
Cite: M. H. Yusoff, "Knowledge Development through Constructionism Game-Based Learning Application: An Evaluation of Students’ Performance," International Journal of Future Computer and Communication vol. 2, no. 3 pp. 232-236, 2013.