Unboxing the Design of English As a Second Language (ESL) Learning Video Game for Indigenous Learners: An Empathic Design-Based Approach

Main Article Content

Mohd Syazwan Wan Mahzan
Nor Aziah Alia
Izaham Shah Ismail

Abstract

A learning application that can conjure meaningful learner experiences has always been the ultimate aim for any design and development initiative. Instructional designer longs for not only considerably rich inputs from expert members in design stage but those inputs ought to be sensitive to cognitive and emotional learner experiences, illuminating the core concept of empathic design which is deep reflection on how targeted learners impacted by the design would react when engaging with the proposed design solutions. This exploratory qualitative method study examined how subject matter experts empathised the cognitive and emotional experiences of the indigenous learners when they were designing a learning video game that aimed to heighten learning engagement in ESL classroom. A semi-structured interview with six experts was conducted. Once the proposed technology was ready for formative evaluation, one-to-one evaluation was conducted on three targeted learners to assess their usability experience. Thematic analysis was employed to analyse the interview verbatim transcriptions and one-to-one evaluation qualitative notes. The design findings indicate that the experts transformed the learner cognitive and emotional experiences for the learning video game design in the form of seven design principles and the evaluation findings show that there is a congruence between the effectiveness of those principles and the learner usability experience.

Article Details

Section
Articles

References

Aronson, B., & Laughter, J. (2016). The theory and practice of culturally relevant education: A synthesis of research across content areas. Review of Educational Research, 86(1), 163–206. https://doi.org/10.3102/0034654315582066

Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(1), 77–101. https://doi.org/10.1111/j.1460-2466.1978.tb01621.x

Cross, N. (2006). Engineering design methods: Strategies for product design. Chicester, New York, Weinheim, Brisbane, Singapore, Toronto: John Wiley & Sons, Ltd.

Curry, L. (1991). Patterns of learning style across selected medical specialties. Educational Psychology, 11(247), 77.

Dick, W., Carey, L., & Carey, J. O. (2015). The systematic design of instruction (8th Edition). PEARSON.

Geisler, C., Grice, R., Bennett, A., Fernheimer, J. W., Krull, R., Search, P., … Hart-Davidson, B. (2014). Designing for user engagement on the Web: 10 basic principles. New York and London: Routledge. https://doi.org/10.4324/9780203526224

Gibbons, A. S., Boling, E., & Smith, K. M. (2014). Instructional design models. In J. M. Spector et al. (Eds.), Handbook of research on educational communications and technology (pp. 607–615). New York: Springer.

Gray, C. M., De Cresce El Debs, L., Exter, M., & Krause, T. S. (2016). Instructional strategies for incorporating empathy in transdisciplinary technology education. ASEE Annual Conference and Exposition, Conference Proceedings, June. https://doi.org/10.18260/p.25746

Hoffman, B., & Nadelson, L. (2010). Motivational engagement and video gaming: A mixed methods study. Educational Technology Research and Development, 58(3), 245–270. https://doi.org/10.1007/s11423-009-9134-9

Ikumi Hitosugi, C., Schmidt, M., & Hayashi, K. (2014). Digital game-based learning (DGBL) in the L2 classroom: The impact of the UN’s off-the-shelf videogame, food force, on learner affect and vocabulary retention. CALICO Journal, 31(1), 19–39. https://doi.org/10.11139/cj.31.1.19-39

Intan Farahana Kamsin, Rosseni Din, NorSyazwani Mat Salleh, Analisa Hamdan, & Siti Zuraida Abdul Manaf. (2014). Making behaviour change among Orang Asli students through ICT literacy program. ICSSR E-Journal of the Social Science Research, 1(2), 27–34.

Kaufman, D. (2004). Constructivist issues in language learning and teaching. Annual Review of Applied Linguistics, 24, 303–319. https://doi.org/10.1017/S0267190504000121

Kessler, G. (2018). Technology and the future of language teaching. Foreign Language Annals, 51(1), 205–218. https://doi.org/10.1111/flan.12318

Kouprie, M., & Visser, F. S. (2009). A framework for empathy in design: Stepping into and out of the user’s life. Journal of Engineering Design, 20(5), 437–448.

McDonagh-Philp, D., & Lebbon, C. (2000). The emotional domain in product design. The Design Journal, 3(1), 31–43. https://doi.org/10.2752/146069200789393562

Ministry of Education Malaysia. (2013). Preliminary report: Malaysia education blueprint 2013–2025. (Vol. 27). Putrajaya: Author. https://doi.org/10.1016/j.tate.2010.08.007

Noori, M. A. J. H. Al, Shamary, I. H. K., & Yuen, C. K. (2015). A review on the inconsistent English language policy in teaching and learning at secondary school level in the Malaysian education system. International Journal of Education and Research, 3(12), 245–260.

Norwaliza Abdul Wahab, Ridzuan Jaafar, Ramlee Mustapha, Arasinah Kamis, & Norhayati Mohd Affandi. (2017). The effectiveness of likes method in improving reading skills of Orang Asli students. Asian Social Science, 13(6), 74. https://doi.org/10.5539/ass.v13n6p74

Parrish, P. E. (2009). Aesthetic principles for instructional design. Educational Technology Research and Development, 57(4), 511–528. https://doi.org/10.1007/s11423-007-9060-7

Piggot-Irvine, E., & Zornes, D. (2016). Developing a framework for research evaluation in complex contexts such as action research. SAGE Open, 6(3), 1–15. https://doi.org/10.1177/2158244016663800

Qian, M., & Clark, K. R. (2016). Game-based learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63(May), 50–58. https://doi.org/10.1016/j.chb.2016.05.023

Ramle Abdullah, Wan Hasmah Wan Mamat, W. A. Amir Zal, & Asmawi Mohammad Ibrahim. (2013). Teaching and learning problems of the orang asli education: Students’ perspective. Asian Social Science, 9(12), 118–124. https://doi.org/10.5539/ass.v9n12p118

Richey, R., Klien, J., & Tracey, M. (2011). The instructional design knowledge base: Theory, research, and practice. New York and London: Routledge.

Silver, H. F., & Perini, M. J. (2010). The eight Cs of engagement: How learning styles and instructional design increase student commitment to learning. In R. Marzano (Ed.), Excellence in teaching (pp. 319–344). Bloomington, IN: Solution Tree.

Siti Mariam Dasman, & Ruhizan Mohammad Yasin. (2017). Design of environmental education module towards the needs of aboriginal community learning. In AIP Proceedings of the International Conference on Education, Mathematics and Science 2016 (ICEMS2016) (Vol. 080002-1). AIP Publishing. https://doi.org/10.1063/1.4983914

Smith, P., & Ragan, T. (2005). Instructional design (3rd ed.). Danvers, MA: John Wiley & Sons, Inc.

Vanitha Thanabalan, Saedah Siraj, & Norlidah Alias. (2014). Development of a responsive literacy pedagogy incorporating technology for the indigenous learners in Malaysia. TOJET: The Turkish Online Journal of Educational Technology, 13(2), 44–53.

Vann, L. S. (2017). Demonstrating empathy: A phenomenological study of instructional designers making instructional strategy decisions for adult learners. International Journal of Teaching and Learning in Higher Education, 29(2), 233–244. Retrieved from http://www.isetl.org/ijtlhe/

Warid Mihat. (2013). The English Language curriculum in Malaysian indigenous primary classrooms: The reality and the ideal. 3L. The Southeast Asian Journal of English Language Studies, 21(3), 1–12.