Infusing Engagement into Digital Game-based Learning Design for
Orang Asli Learners
Mohd Syazwan Wan Mahzan
1
, Nor Aziah Alias
2
and Nabilah Abdullah
2
1
SMK Chiku 02 Kelantan, Malaysia
2
Faculty of Education Universiti Teknologi MARA Selangor, Malaysia
Keywords: Design Guidelines, DGBL, Engagement, Game Design, Orang Asli learners.
Abstract: The advancement of technological applications has paved the way to the rapid development of digital modules
across learning subjects. Employment of digital game-based (DGBL) methodology in a classroom setting is
increasing in number as it has the potential to offer overwhelmingly engaging experiences to learners.
However, teachers often whine over the one-size-fits-all game designs of the presently available DGBL
materials which often do not cater to the needs of marginalized indigenous learners, Orang Asli in this context
of the review, thus discouraging them to be fully engaged in lessons. Therefore, integrating digital game-play
into learning becomes a daunting task without a comprehensive understanding of what game design engages
learners the best. The aims of this paper are to 1) review the place of engagement in the digital platform by
synthesizing game designs that effectively affect engagement and 2) propose relevant, engaging design
guidelines meant for the learning of marginalized learners. This is the first review article proposing game
design guidelines that are engagement friendly, and context-sensitive to these indigenous learners who will
be termed as Orang Asli learners in the rest of this article. The implications of the review are two-fold:
addressing the significance of engaging DGBL activities and providing a set of DGBL design guidelines for
educational technologists to consider in their future DGBL projects.
1 INTRODUCTION
The right learning stimulus can extrinsically motivate
learners in the classroom, resulting the learners to get
engaged and later intrinsically push them to fulfill the
assigned learning tasks. Studies on learning
engagement have gained growing attention from
academicians around the globe, but the focus has been
short in which engagement is always viewed as the
subcategory of motivation. A plethora of research has
embarked on exploring learners’ motivation in the
classroom (Ahmad, 2016; Ali Mohsen, 2016; Calvo-
Ferrer, 2015). Ironically, despite motivation is the
core focus, the discussions of the findings dominantly
used the terms ‘engagement’, ‘cognitive
engagement’, ‘task engagement’, ‘disengagement’,
‘engaged’, and ‘engaging’ in discussing how the
learners responded. Thus, studies specifically
concentrating on engagement in DGBL platform are
empirically scarce in number and worth to be
explored further.
This review aims to establish the place of
engagement in DGBL studies while at the same time
exploring the potential game designs that are
engagement friendly and consequently cater to the
needs of hard-to-engage Orang Asli learners. This
short exploratory review of the literature (Hallinger,
2013) examines past relevant DGBL studies that
testified, directly or indirectly, engagement as one of
the learning outcomes. Due to the very limited
number of studies related to the engagement of Orang
Asli in DGBL environment, studies targeting
marginalized learners as samples were also chosen.
We employed Google Scholar TM as the primary
research tool due to its powerful capability to locate
potential articles across databases around the world.
Keywords like “DGBL”, “engagement”, “special
education”, “special needs”, “CALL”, digital
platform”, “indigenous”, “native” and “Orang Asli”
were keyed in into the search engine to sieve the
potential articles. As many as 46 articles were
retrieved and filtered further for their relevancy.
Finally, ten relevant articles from 2010 to 2017 were
finally chosen by after they were reviewed for
contents about the objectives of this review.
Orang Asli learners experienced an extreme
deficiency in learning across subjects (Renganathan,
2016; Ma’alip, 2016). Orang Asli learners’ attitudinal
178
Mahzan, M., Alias, N. and Abdullah, N.
Infusing Engagement into Digital Game-based Learning Design for Orang Asli Learners.
DOI: 10.5220/0008682901780184
In Improving Educational Quality Toward International Standard (ICED-QA 2018), pages 178-184
ISBN: 978-989-758-392-6
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
behaviors in class are distinctly different as compared
to other groups of learners; they do not show any
signs of dejected behaviors towards what is being
taught in classroom-like not doing the homework
given and skipping lessons as opposed to what many
students of other races always do. Despite having
good behaviors, many of them were reported to
experience basic literacy and numeracy (3R)
problems (Md Nor et.al, 2011; Mihat, 2013). High
anxiety in learning has been identified as the main
factor contributing to these problems (Pawanchik
et.al, 2010). High anxiety level inhibits them from
engaging themselves to be an active learner and this
sad state of affair has posed a real challenge for
teachers to teach this group of learners.
In response to this issue, coupled with the growing
trend of DGBL utilization in the classroom,
transactional study, utilizing design and development
research method (Richey et.al, 2010) to design and
develop DGBL materials, has been seen as an
alternative to improve learning engagement in the
classroom.
The engaging design is proposed to be infused
into the design and development of DGBL module
with the aim to break the spell of reclusiveness among
Orang Asli learners. Nevertheless, teachers in
Malaysia often claim over the generic designs of the
presently available DGBL materials that do not cater
to the needs of Orang Asli learners and this has
violated the rule of thumb in design-based research in
which design elements embedded in any DGBL
modules should be contextually sensitive (Wang &
Hannafin, 2005). The problem is substantiated with
the recent move by the Ministry of Education of
Malaysia (MOE), officially announced in the
Malaysia education development plan 2013-2015, to
introduce the Asli Penan Curriculum (KAP) to cater
to the needs of indigenous communities (Mihat,
2013).
Therefore, contextually sensitive elements of
marginalized learners with relevant engaging designs
about the social and cultural contacts of those learners
were synthesized in this review. For instructional
technologists, integrating digital game-play into
learning is no mean feat without comprehensive input
and understanding on what game design engages
learners the best (Qian & Clark, 2016). In the context
of Orang Asli learners in Malaysia, our review of
articles addressed the following two guiding
questions:
1. What is the place of engagement in the
digital platform by synthesizing game
designs that effectively affect engagement?
2. What are the engaging design guidelines
relevant to be utilized in the design of DGBL
module for Orang Asli learners?
2 LITERARY REVIEW
The definition of engagement used in this review is
based on Vygotsky's (1978) social constructivist
theory of how human constructs world knowledge
based on the different environments they are in. He
argues that knowledge construction and active
engagement in learning are pre-defined by social and
cultural contexts. Social interaction influences
learners’ knowledge ‘absorption’. Learners scaffold
the knowledge which is embedded within social and
cultural contexts via meaning negotiation and sense-
making process.
The implications of Vygotsky’s view have given
significant impact to the present teaching and learning
processes. One of them is that, to scaffold learners of
diverse backgrounds, it is pivotal for teachers to
consider infusing authentic and meaningful learning
(Kaufman, 2004) into social and cultural interactions
to make learners engaged with given learning tasks
and thus drive their understandings way forward.
In the context of instructional technology, Kasper
(Kasper, 2000) contends that the employment of
technology in learning increases learner motivation in
which learners are stimulated to be engaged with
language and content. Technological platforms are
viewed as powerful teaching tools, having the
capability to provide virtual yet authentic tasks, that
cannot be offered by traditional classroom teaching.
Apart from that, DGBL, one of many manifestations
of computer-assisted language learning (CALL),
contributes to the following advantages in getting
learners engaged; less instructor time per student and
instantaneous feedback features that respectively
promote a sense of autonomous learning and
immediate feedback (Pittman & Edmond, 2016).
Aragon, Johnson, and Shaik (Aragon et.al, 2002)
review on Curry’s (1991) Theoretical Model of
Learning Style Components and Effects. The model
theorizes the consideration of factors such as
motivation maintenance and task engagement when
designing any educational program. Such specific
information-processing orientations dictate learner
learning styles and learning success. Motivation
maintenance and task engagement complement one
another in the sense that the former is realized first by
learner via positive motivation. The later then comes
in the form of the desired magnitude of task
engagement that is illustrated into “active effort,
Infusing Engagement into Digital Game-based Learning Design for Orang Asli Learners
179
behavior, and cognitive processing to integrate the
new information into long-term memory” (Curry,
1991). Thus, the following figure is put forth as a
conceptual framework to guide our review:
Figure 1: Conceptual framework.
Conceptual framework for reviewing articles related
to engagement in DGBL platform for Orang Asli
learners
Reflecting on the dominant influence of
motivation towards student learning, infusing explicit
engaging elements into learning design is of
importance to be implemented although engagement
in the first place is initiated as a result of motivation.
As highlighted by Dormann, Whitson, & Biddle
(2011) design structures should not come from pre-
conceived notions for them to be working well in
various contexts. Hence, careful synthesis on various
game designs in tandem with engagement factor and
the needs-based design of learners of specific needs
should be carried out and concurrently relevant game
design guidelines that celebrate learning engagement
and have the potential to cater the socially and
culturally sensitive needs of Orang Asli learners were
put forth.
3 CREATING LEARNING
ENGAGEMENT VIA DGBL
Research outcomes from several studies of different
designs related to learning engagement in the digital
platform have served as the foci of this review,
leading to an understanding on the importance of
designing digital learning platform. These foci,
together with the ‘best’ practices from past research
via borrowing and adapting techniques in
developmental research (Alias, 2007) could lead to
the proposal of initial design guidelines which aim to
guide future development efforts.
Firstly, engagement affects motivation, curiosity,
interests, control and learning effectiveness (Ali
Mohsen, 2016; Calvo-Ferrer, 2015; Thanabalan,
2015; Katuk, 2013). Thanabalan et al. (2015)
conducted qualitative interview sessions with ten
English Language teachers from Orang Asli schools
and observations to observe English as a Second
Language (ESL) learning in the classroom. The
teachers were required to use a digital story
pedagogical module developed by the researchers. In
the observations, the learners were seen to be engaged
with the lessons in the module. One of the main
qualitative findings from the interviews was the
teacher informants claimed they were pleased with
the features of the digital module. They managed to
engage learners’ interest and excitement during the
teaching and learning processes since the module was
sensitive and familiar to the learners’ values, prior
experiences and cultural knowledge.
Another study by Ali Mohsen (2016) examined
the extent of students’ interaction with an online
video simulation and its effects on second language
video comprehension and incidental vocabulary
learning (done via computer-based simulation). The
main finding was the players from the experimental
group significantly outclassed the viewers from the
control group in comprehension and vocabulary
recognition test. World knowledge gained from video
simulation was transferred into virtual problem-
solving tasks in computer-based simulation and such
continuation engaged the players to accomplish the
tasks and gave better comprehension and memory
retention of the knowledge learned.
Calvo-Ferrer (2015) conducted an experimental
study on 59 undergraduate students. The study aimed
to measure the effect of the developed educational
game on second language (L2) vocabulary
acquisition and perceived learning gains, as compared
with a non-gaming tool which only replicated its
contents. This study was in place due to the number
of past studies that questioned the real educational
values that computer games could offer especially
when used without instructional support or for
informal learning purposes. Two main findings were
drawn from the study. First, the results of pre-, post-
and delayed tests showed that the experimental group
who had access to the contents via the video game
achieved statistically better results, viewed the
learning materials as appealing and perceived their
vocabulary skills were developed further than those
in the control group. The second finding contradicts
with the finding made by Ali Mohsen (2016) in which
the regression model showed the actual enjoyment of
the game did not affect their learning outcomes, be it
their perceived effectiveness or vocabulary test
results. Such contradiction calls for thoughtful
consideration on the value of fun elements in DGBL
design over other value such as engagement which
can serve as an important predictor in learning
success.
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180
However, despite not being able to contribute
positively to student learning outcomes, Calvo-Ferrer
(2015) attributed the finding to the importance of
cognitive engagement that should play a more central
role rather than the feeling of fun in educational
gaming activities in second language vocabulary
acquisition. This is an angle that instructional
designers should be cautious of when developing
DGBL activities as many educational game
developers tend to subside the supposed educational
values by focusing more on fun factors.
The second research outcome is affective learning
domains about emotions, and social values have often
gone unnoticed in DGBL research as these learning
domains will influence the level of scaffolding in the
gameplay and game patterns for optimal learning
condition (Abdul Jabbar & Felicia, 2015; Dorman,
2011). Abdul Jabbar & Felicia (2015) were initially
in support of the standard norm practiced by
researchers who referred to Bloom’s (1956)
taxonomy when determining learning outcomes in
curriculum design, but they later realize that the
taxonomy is not being comprehensive enough,
pointing solely on cognitive factors and thus
excluding affective factors that shape human
experiences.
The work of both Silver & Perini (2010) was
referred to address the ambiguity. As a result, they
resorted to utilizing Kolb’s (1984) experiential
learning theory focusing on affective learning
elements such knowledge anticipation and reflection
with the aim to investigate the effects of learning
styles and instructional designs in increasing student
commitment to learning. Undeniably, cognitive
learning elements are viewed as the learning core and
these elements reflect on the skills or knowledge
awareness gained by learners. Nevertheless, for
affective learning elements, though functioning at the
peripheral learning circle, prove to be the firing
cylinder for learning to occur as the different
emotions experienced by learners has been
paramount in any engagement process.
In 2011, the likes of Dormann et al. (2011)
conducted multiple case studies deploying affective
walkthrough approach to observe game-play designs
in two genres of serious games and identify recurring
design elements that could be identified as patterns
with the focus on affective learning. They used
popularly rated serious games to identify those game
patterns. The patterns identified in those games were
social maintenance, sacrificial action, shared
learning, call to action and sympathy for victims.
Another major finding was about the unique role of
scaffolding embedded in the gameplay, instead of
instructional support in conventional classroom
interaction. They were enlightened by the fact that
giving and removing the amount of support in
traditional learning requires explicit or tangible
instructions by teachers. However, in gamification,
scaffolding can be part of the game-play in which the
nature of player engagement becomes central.
The third research outcome is that, as far as
engagement in the digital platform is concerned,
learning via technological platforms helps lengthen
the attention span for marginalized learners. Carr &
Blanchfield (2011) conducted a qualitative study
utilizing the motivational power of computer games
to aid children with behavioural, emotional and social
difficulties (BESD) respond to their extreme problem
in focusing on traditional educational activities.
Several findings which were considered significant
were discovered. First, DGBL provided a platform for
BESD children to be responsible of their learning.
Second, BESD children were exposed and indirectly
educated to social literacy in a gamified environment
that is occupied by characters and exploratory
activities. Third, BESD children were found to be
emphatically towards others and this encouraged
social literacy as they became engaged with the
‘right’ games by taking another role in such gamified
environment, different from what they had perceived
themselves in real world about their ‘special’ state of
minds. Last but not least, the ‘right’ computer game
had the power to attract attention and imagination of
BESD children and engage them with learning tasks.
However, despite the advantages that the
computer games could offer, Carr & Blanchfield
(2011) contended on the insufficiency of emphasis on
the must-include design elements for computer games
such as, to name a few, competition, reward and
punishment, difficulty level, score summary and
discovery gamified environment. There was a marked
tendency for the games to focus more on content-
getting aspect rather than infuse gameplay
experience, resulting in the software to resemble
traditional educational materials wrapped in a game-
like interface. This is something common happening
to the development of educational games and should
be noted seriously in which such effort is merely a
translation of pencil-and-paper activities or games,
often found in the traditional classroom, into a digital
platform. Thus, game-play elements should be a
central focus in the design and development of DGBL
modules.
Most recent notable outcomes of utilizing
gamification for learning engagement purpose were
made by Sobocinski (2017) in his reflective research
in which he qualitatively revealed his “hands-on
Infusing Engagement into Digital Game-based Learning Design for Orang Asli Learners
181
experience, mistakes and solutions” on gamification
based on his vast experience of designing gamified
courses and workshops. He acknowledges the
benefits that gamification could offer to students:
increase motivation, sustain engagement and ensure
learning flow.
Nevertheless, he accentuated that gamification
project does not happen overnight as preparing,
organizing, and designing it are tedious and time-
consuming and there are pertinent conditions to be
met before the development decision. With that,
Sobocinski made a statement that gamification is
introduced only when a learning problem is evident
on learners’ side such lack of motivation, dwindling
engagement and old-fashioned instructional approach
where learning flow is affected greatly.
Another concern raised by Sobocinski worth to be
addressed here is that researchers and academicians
are inclined to find only the beautiful ‘facades’ of
gamification as such is the ‘right’ and ‘novel’ thing to
do in research. It always occurs in many research and
journal reports in which the strengths always
outweigh the weaknesses. Instances are locating
articles that reported on the flaws of their prototype
designs and how the flawed designs were formatively
evaluated and refined further, are indeed lacking.
Knowing how to measure engagement level in
classroom instruction helps teachers improve
teaching and learning. Engagement is closely referred
to one’s motivational affair in accomplishing one
particular task (Aneetta et.al, 2011). In the context of
student learning, engagement is viewed as the contact
point when one’s motivation is triggered, as a result
of interesting learning activity. Curry (1991), in his
exhaustive qualitative study, claimed that stimulating
learning activities would affect attention during
instruction, persistence in fulfilling the set learning
tasks, class participation and enthusiasm and
sustainability of learning outcomes whether in-class
or out-of-class classroom contexts.
Therefore, the significant relationship between
learner motivation, task engagement and cognitive
control has brought to light about the importance of
designing pedagogical approaches and materials that
should also lend weight on engagement aspect and
simultaneously maintain the development of
cognitively-abled task and instruction.
All in all, the discussions on different perspectives
of engagement studies in the digital platform have
generated some important points pertinent to
engaging learners via DGBL activities.
While some studies negatively reported on the
infusion of digital learning platform of not being
positively correlated with learning performance in
spite of experiencing higher engagement, most
authors seem to come to a consensus about the
engaging power of such learning platform to spur
learner interest in learning while concurrently allow
windows of opportunity for learners to attain
autonomous learning that is really lacking in
traditional learning system.
This realization has impacted the consideration of
DGBL design guidelines to have the following
features for Orang Asli learners: infusing elements of
Orang Asli cultures, also considering the possibility
of infusing the present trendy pop culture that might
socially affect the learners, focusing more on
cognitively engaging task rather than fun factors,
infusing game-play elements like game characters,
role-playing mode, competition, reward and
punishment, difficulty level and score summary, and
finally utilizing latest digital learning tools that can
lead to self-learning discovery like multiplayer
gaming mode and mission-based games.
In response to the success stories of digital
technology utilization in creating engaging learning
atmosphere for learners of different levels (Ali
Mohsen, 2016; Thanabalan, 2015; Katuk, 2013) it is
imperative for instructional designers to identify first
what actually interests learners and concurrently draw
out a range of engaging elements that are context-
specific and sensitive to this group of learners. This is
important as to create engagement for first-time game
users are easy but to sustain such continuing
engagement for longer period of time proves to be a
challenge. Hence, DGBL elements must allow for
sustained engagement over time to perpetuate
learning.
Finally, researchers or course designers should be
aware that any proposal to infuse DGBL program
should stem from authentic learning problems
experienced learners, not merely following trends in
research. Other than that, designing and developing
DGBL activities or modules must go through rigorous
formative evaluation. In doing so, design flaws of the
developed prototypes need to be addressed, refined
and reported accordingly for the research outcomes to
be of worthy reference to guide future development
efforts (All et.al, 2016).
While the majority of the studies assent to the
importance of learner excitement factors in the design
of digital learning platform, it is ironical when
engagement has been viewed as the missing
component in the instructional design and thus should
be given more emphasis than that feeling-fun factor
(Calvo-Ferrer, 2015). The premise proves to be a
statement worth to be noted with regards to the
abundant number of research in recent years directed
ICED-QA 2018 - International Conference On Education Development And Quality Assurance
182
to evaluate the employed digital prototypes solely
regarding technological user acceptance that
disregards the aspect of learning engagement (Berns,
2016; Abdul Aziz, 2015; Milošević, 2014)
Consequently, developmental research effort,
specifically focusing on engagement factors in the
instructional design and evaluating the extent of
learner engagement in any technological intervention
endeavour, is seen as an advancement to what we
have in the present body of literature.
4 CONCLUSION
Although this exploratory nature of review is rather
short as compared to typical rigorous review as
employed by Çiftçi (2016), Clark et.al (2016), and
Svingby & Nilsson (2011) the review has put forward
the worthiness of considering engaging game designs
during the design and development processes of any
DGBL project. In response to the effort in combating
extreme deficiency of majority of Orang Asli
learners, responsively pedagogical approach,
focusing on engagement factors with the
incorporation of the cultural and social traits of Orang
Asli learners, needs to be applied by instructional
designers as the main design features for future
technology-enhanced projects.
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