Improving literacy skills using the serious game model compatible with brain-based learning
Multimedia Tools and Applications, ISSN: 1573-7721, Vol: 84, Issue: 1, Page: 95-129
2025
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Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
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Article Description
Conventional learning can be appealing if it incorporates appropriate technological elements. Nevertheless, most teaching aids are unsuitable for students with low cognitive ability. Serious games are some technological mediums that can attract interest and have proven effective. However, education experts do not design all games to meet these students' needs. The recent COVID-19 pandemic has caused teachers to face some difficulties in teaching, as conventional methods were less practical during lockdown. To incorporate games as teaching aids, game designers need a teaching model to help them design appropriate games for students with low cognitive ability. Therefore, this study aimed to validate a serious game model that aligns with brain-based learning (BBL) principles. The design and development method guided the study's conduct. The serious game model was implemented by developing a Mari Membaca (Let Us Read) prototype. This model was validated based on its usability, satisfaction with the BBL strategy, and the model itself. The usability results showed that the developed software has an easy-to-remember, learn, and use interface, a decent content presentation, feedback, an attractive design, and appropriate media integration. The user satisfaction assessment revealed a high level of satisfaction. The final validation ratings for all model components were satisfactory and significant. This study greatly benefits from the serious game model, which implements the BBL strategy and includes a prototype interface design and a consumer assessment instrument.
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