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- W2998504935 abstract "In the 21st century, the way of learning has changed based on sophisticated technology. The use of technology tools is a basic necessity in today's education. In the meantime, interactive games are one of the most famous and effective technology tools in teaching and learning. Interactive games have been used to facilitate learning of reading skills. There is a need to pay attention to reading skills to improve and encourage Literacy Numeracy Screening (LINUS) students to engage and be responsible for their own learning. Many studies have shown that interactive games are capable of helping students improve their reading skills. However, researchers found that the existing interactive games do not emphasize on reading skills. In addition, the games have failed to sustain students’ attention in learning because they are not empowered with gaming elements for learning purpose. These issues indirectly have limited active participation of students. The purpose of this paper is to identify slow learners’ difficulties in reading literacy and develop Reading Literacy Interactive Games by incorporating the relevant pedagogical elements namely 5 Gaming Elements for Effective e-Learning by Kapp which listed 5 principles which engage learners into subject learning. The research method focuses on following stages: requirement analysis, design and development including alpha testing by validation from expert and beta testing which is user acceptances test to support efficiency and effectiveness of the courseware for further improvement. The result from the alpha and beta testing indicates a positive feedback on Reading Literacy Interactive Games (RLIG)." @default.
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- W2998504935 date "2019-12-01" @default.
- W2998504935 modified "2023-10-18" @default.
- W2998504935 title "Need-analysis of Interactive Games of Reading Literacy for Slow Learners" @default.
- W2998504935 doi "https://doi.org/10.13189/ujer.2019.071913" @default.
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