DEVELOPING HUMAN-FACTORED MODEL FOR LEARNING SOCIAL BEHAVIOUR DURING GAME PLAYING

Nadiah Suboh, Rahinah Ibrahim
Universiti Putra Malaysia, Malaysia

ABSTRACT

The purpose of this study is establishing the foundation towards developing appropriate learning technology using gamification concept to nurture children’s good social behaviour values. With the advent of increasing technological accessibility among children, the authors found parallel increasing need for incorporating actual face-to-face social skills currently missing in learning activities for children. There is a need to inculcate human factor in learning activities for 21st century children. This is a desktop review analysing social factors in gamification, gamification elements effecting social behaviours, and gamifying human behaviours. The analysis leads towards identification of learning activities affecting social behaviour, components for gamifying social behaviour, and gamifying social factors which are critical for affecting learning social behaviours among children. The results lead towards the development of a human-factored model for educating positive social behaviour amongst children. Results from this study are expected to guide the development of technological-supported educational applications that encourage inculcation of prosocial behaviour for 21st century children. Future educational tools are expected to support Sustainability Development Goal 4: provision of quality education to all.

KEYWORDS

Human-systems integration, education and training, social behavioural changes, user-centered design and sustainable design informatics

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