Wee Hoe TanUCSI University | ucsi · International Institute of Science Diplomacy and Sustainability
Wee Hoe Tan
PhD (Education) Game-based Learning
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87
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Introduction
Skills and Expertise
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November 2007 - March 2017
Publications
Publications (87)
As the field of education continuously explores innovative teaching methods, gamified education has attracted widespread attention due to its unique mechanisms for stimulating learning motivation and enhancing engagement. This study utilizes bibliometric analysis to systematically evaluate the development of gamified education research from 2004 to...
Globally, physical education curricula are progressively integrating intelligent physical education systems, a breakthrough in physical technology. These systems utilise advanced data analytic and sensing technologies, significantly enhancing the interactivity and personalisation of physical activity, thus improving students’ athletic performance a...
Introduction: Organization and time management are critical soft skills in education, as learning is frequently arranged around test and assignment deadlines. Guiding students to use long-term projects with milestones and smaller goals can help them improve their planning abilities. The Lack of self-confidence, fear of making errors, fear of being...
The study investigated the roles of advanced digital tools in enhancing engagement with physical education among undergraduates. The focus was on the effects of digital monitoring and real-time feedback technologies on increasing physical activity participation and improving physical fitness levels of undergraduates. Throughout a semester, the acti...
The integrity and clarity of information have long been regarded as the cornerstones of advertising strategy. However, recent game advertising has taken a different approach. Specifically, incomplete game videos, especially those showcasing losing gameplay, are more likely to stimulate players’ interest compared to complete videos of winning gamepl...
This research aims to determine the needs for game-based learning in spatial design among undergraduate students at Suzhou University of Science and Technology in China. Teachers were deliberately selected as respondents and came from various backgrounds as subjects of needs analysis. Semi-structured interviews with three respondents selected throu...
With the advent of different metrics in measuring the vocal performance of students, the objectivity in measuring the improvement of the vocal performance has improved in the last many years. This study seeks to explore the effect of such objective metrics in vocal music education. Five independent variables have been chosen including teacher feedb...
Rapid growth has been witnessed in digital technologies, resulting in significant productive changes in communication and information technology-oriented practices in different fields. Hybrid teaching or blended learning has gained progressively widespread acceptance in the educational process, and concerns about teachers' information and communica...
Purpose This study investigates how Digital Game-based Learning (DGBL) impacts the development of product innovation skills among undergraduate students, comparing the performance of students across different disciplines-Applied Arts (AA) and Applied Sciences (AS). Methodology The study involved 80 undergraduate students: 40 students pursuing an AA...
The panoramic stereo video has brought a new visual experience for the audience with its immersion and stereo effect. In panoramic stereo video, the face is an important element. However, the face image in panoramic stereo video has varying degrees of deformation. This brings new challenges to face recognition. Therefore, this paper proposes a face...
Intelligent technologies have great potential for advancing physical education (PE), thus finding an appropriate independent PE plan (IPEP) is a key step in improving undergraduates’ physical fitness (PF) level. In this study, an adaptive fitness enhancement model (AFEM) was designed based on senseless exercise behaviors monitoring (EBM) technology...
Intonation education plays a crucial role in music education. However, research in this field is relatively scarce. To address this research gap, this review conducts a comprehensive analysis by extensively searching the SCOPUS, WoS, and ERIC databases using the keywords “music,” “education,” and “intonation,” resulting in 326 retrieved articles. A...
The medical practitioner qualification examination serves as an admittance standard to assess the ability of medical graduates to practice medicine in China. Ensuring the quality of medical professionals and selecting talents fairly requires improving the teaching level of medical universities. This paper studies the key concepts, major theories of...
The haptic sense is an essential component of aesthetic evaluation that is often overlooked in today's mobile internet age. Unlike hearing and vision, the sense of touch is less widely transmitted. Unfortunately, most aesthetic theories and explanations have focused solely on the visual and auditory senses, with minimal attention given to tactile e...
Introduction
The Sport Anxiety Scale-2 (SAS-2) is a validated measure of sports trait anxiety, with promising psychometric properties. However, its cross-cultural applicability in Chinese samples remains unexplored. Thus, the primary objectives of this study were twofold: to translate the SAS-2 into Chinese and assess the psychometric properties of...
This article presents a preliminary mixed-method study that explores the integration of blended teaching in music education at Chinese universities in the post-pandemic era. The study investigates the perceptions and attitudes of university music teachers towards blended instruction, using qualitative and quantitative data collection and analysis t...
Article history: Using psychological instrument to measure creativity is getting popular in design research. However, unlike quantifying general creativity using Received May 25, 2022 divergent thinking, the complexity and interdisciplinarity of the design Revised Feb 20, 2023 discipline have made it difficult to explore research on design creativi...
Design thinking is vital for attaining sustainable development goals (SDG) or SDG in education. This article investigates the status of design thinking education in realizing SDG in education. The intentional requirement for using innovative design to enhance national competitiveness is discussed regarding the "Made in China 2025" policy document....
This study aims to identify undergraduate students' perceived success factors in designing a pervasive game using an online flipped classroom approach. Since the context coexisting with the Covid-19 epidemic, online teaching has become the new norm. Implementing the flipped classroom approach to online teaching is quite different from traditional t...
In the last decade, children's practice competency has gained importance in the field of education, scholars agree that a diverse human practice is made up of many kinds of musical practices, encompassing the musical practitioner, the cultural contexts behind the music, and the process of creating the music. This study reviews the literature on the...
BACKGROUND
With the global games industry booming, the pervasive game form of games is also emerging as a game style. How pervasive games can adapt to the ever-changing nature of technology and design in modern society requires a comprehensive review.
OBJECTIVE
In this systematic review, four dimensions of pervasive games are measured and analyzed...
Background:
As the games industry grows around the world, the pervasive game is becoming an important way to play. A pervasive game is one in which the game experience extends into the actual world or where the fictive world of the game merges with the physical world. How pervasive games can adapt to the ever-changing nature of technology and desi...
The mobile games industry dominates across Southeast Asia, a region reportedly with the highest smartphone ownership in the world and surprisingly, a below world average Internet speed in general. This begs the question then, how much latency is required for mobile games especially in competitive gaming? This research aims to examine players' perce...
Critical thinking (CT) is one of the important leadership skills in the industry to assess the information from the digital work environment and the ability to apply the new technologies in the firms. The industry nowadays needs graduates who possess great CT skills to produce innovative solutions for their firms. Meanwhile, self-assessment (SA) is...
Educational games are generally perceived as less interesting and engaging as compared to entertainment or video games. The stigma of having created for entertainment purposes is hindering teachers or lecturers from using educational games in formal educational contexts. Hence, there is a need to learn from experienced and successful video game des...
In the past decade, the science of learning has taken on a fresh approach through the conceptual incorporation video games. Educational games are now regarded as an effective method to engage the present generation of constantly distracted youths. However, the reality is that many educational games fail to achieve their intended goals as they lack...
Virtual learning companions, such as avatars, have shown significant potential in assisting learners—particularly in the Digital Game-Based Learning (DGBL) condition. Since there are many avatar design approaches which can be utilized in DGBL, questions arise on which type of these are most preferred by learners. Mainly, in ensuring that the design...
This study proposes the use of board games for teaching and learning shipping management in higher education and examines its effects on cognition. It employs a game-based learning approach to engage students with real-life experience in shipping management so that students are able to experiment with the causes and effects of their decisions based...
This paper explores the link between play, an evolutionary and biological trait found in human behaviour and the fundamental human psychological needs; and its complex relationship with the game design principles in order to answer the following - why do people play games and what motivates them to do so? Answering these two questions would enable...
History lessons are usually perceived by students as “boring” in classroom settings, thus effective teaching and learning strategies for this subject matter are commonly linked to fun, engaging and motivating approaches. This paper presents an account of a student-led gamification practice in an undergraduate Design History course. The purpose of t...
Problem-solving skills are crucial in 21st century education, a condition whereby students would have to be innovative and inventive when using designing new products as potential solutions to unknown problems. In this research project, a digital mobile game titled 'Inventors of Future' was designed and developed for undergraduate students to acqui...
At present there is no Game-based learning (GBL) assessment framework that could assess the student performance and understanding on Ubiquitous Computational Thinking (UCT) accurately. Therefore this paper aims to discuss the development of a novel assessment framework based on GBL to assess the student understanding toward UCT properly. The model...
Purpose - This study examines the effects of a simulation board game for teaching and learning shipping management in higher education. A framework of comprehensive shipping operations is developed according to the syllabus of the Shipping Management course at Universiti Utara Malaysia. The course core content in the game covers two main services-l...
One common challenge faced by game-based learning practitioners is how to choose the right game at the right time and use the right game-based approach. This chapter depicts an attempt of the Serious Games Association in establishing a provisional framework of multimodal evaluation that can be used to generate quality labels for serious games, part...
Virtual environments and digital games are being increasingly used as educational toolsin current education settings.For the past few decades there were tremendous amount of studies involving digital game based learning (DGBL) in many subject matters to identify best design approach to increase its effectiveness.DGBL have been expanded in several w...
This study presents the results of a year-long project focused on analysis and reflection on working with comics by Year One students in Hulu Langat districts. This study presents the use of science, technology, engineering and mathematics (STEM) comics to help children understand certain physical phenomena and try to make students interested in ma...
Kajian ini mencadangkan penggunaan board game berbentuk simulasi untuk digunakan dalam pembelajaran pengurusan maritim untuk pengajian tinggi. Board game berbentuk simulasi perkapalan telah dihasilkan melalui rangka kerja pembangunan board game. Rangka kerja yang dibina adalah berpandukan kepada sukatan pelajaran Pengurusan Maritim yang ditawarkan...
Proficiency in English speaking skills in the engineering profession has become an unspoken concern among employers lately. Students of engineering who sit for the Malaysian University English Test (MUET) often face anxiety due to their inability to perform well in the speaking component. The objective of this study is to develop a prototype speaki...
Referring to digital entertainment games, digital game-based learning (DGBL) has been evolved in several ways such as by integrating avatar to assist the students to learn on their own. However, what type of avatar would be preferred by the learners in DGBL? There were dearth studies conducted on how the realism level of an avatar in DGBL would inf...
Since mid-2000s, online coaching games emerged as meta-games which support players who need professional training for knowledge and skills in playing specific games. This chapter presents a case study of a coaching game for first-person shooters (FPS) involving a collaboration between a game-based learning researcher, a professional FPS coach, and...
Kajian ini bertujuan untuk membangunkan Komik STEM tahun satu untuk mata pelajaran sains dan matematik. Komik STEM ini dibangunkan berdasarkan kepada model Pengetahuan Teknologi, Pedagogi dan Kandungan (TPACK). Pembangunan kandungan komik ini melibatkan dua fasa iaitu fasa pembinaan komik STEM dan fasa penilaian Komik STEM. Walaubagaimanapun, artik...
The study investigated the effects of teaching Malaysian University English Test (MUET) through a prototype speaking game to a group of students in one of the polytechnics in Malaysia. Twenty-nine students were selected by purposive sampling as an experimental group. The experiment was conducted during the second semester of the academic year 2017....
Referring to digital entertainment games, digital game-based learning (DGBL) expanded in several ways such as in using avatar to assist the students to learn on their own. Nevertheless, question arises as what type of avatar would be preferred by the learners in DGBL. Therefore, this study aims to identify how different level of realism of a game a...
This study proposed a simulation board game development model for use in the learning of shipping management. The simulation model was created according to the syllabus of the Shipping Management course. The course core content in the game covers two main services-linear and tramp in the shipping industry. The learning activities of the content was...
The use of serious games as digital medicine started in recent years as the United States Food and Drug Administration granted Class 1 or 2 device clearance to serious games or game-like technologies. This encouraging trend motivates interdisciplinary cooperation between experts in the medical sciences and the game industry because the Northern Ame...
This chapter investigates the reasons behind the attitude differences of professionals involved in Game- Based Learning (GBL). Semi-structured interviews were conducted between October 2009 and March 2010 with 11 Subject Matter Experts (SMEs) and 11 game experts in the UK. The interviews aimed to explain why the professionals’ attitudes were statis...
The study investigated the effects of teaching Malaysian University English Test (MUET) through a prototype speaking game to a group of students in one of the polytechnics in Malaysia. Twenty-nine students were selected by purposive sampling as an experimental group. The experiment was conducted during the second semester of the academic year 2017....
Digital game-based learning (DGBL) had been regarded as a sound learning strategy in raising pupils’ willingness and interest in many disciplines. Normally, video and digital games are used in the teaching and learning mathematics. based on literature, digital games have proven its capability in making pupils motivated and are more likely to contri...
Understanding the significant of object-oriented programming, a propriety game-based learning game has been designed and develops as a learning tool to improve the student understanding toward object-oriented programming and self-motivation to learn. The proposed game is a simple role-playing game named ZTECH that motivates users to learn Object-Or...
Studies showed that interactive whiteboard enhanced students’ learning and supported teachers’ teaching. Students were found to be more engaged, motivated and enjoy learning with interactive whiteboard. However, problems and issues in using interactive whiteboard such as installing cost, technical problem, classroom setting and users’ skills were a...
This paper depicts the production of a game for learning theory of inventive problem solving or TRIZ. The theory is meant for resolving engineering contradiction and forecasting trends and evolution of technologies. Despite being an effective invention tool, TRIZ has been criticised for its steep learning curve by people who have no engineering bac...
This paper proposes a conceptual framework in supporting Malaysia national car makers (Proton and Perodua) to realize the importance of adapting the emotional design concept in designing cars. The objective is to focus on the role of emotion and perception that leads to Malaysian consumer’s reflection in purchasing the national car from design appr...
This study was designed to investigate the benefit of inclusion of various verbal elements in 3D talking-head on pronunciation learning among non-native speakers. In particular, the study examines the effects of three different multimedia presentation strategies in 3D talking-head Mobile-Assisted-Language-Learning (MALL) on the learning achievement...
This paper presents a game-based learning study in Malaysia in which a game has been designed for remedial Mathematics students at primary school level. Mathematics is a core subject taught in all primary schools in Malaysia. However, for students who are recognized as weak in Mathematics, teachers use remedial modules supplied by the Ministry of E...
This paper proposes a conceptual framework in supporting Malaysia national car makers (Proton and Perodua) to realize the importance of adapting the emotional design concept in designing cars. The objective is to focus on the role of emotion and perception that leads Malaysia consumer's reflection in purchasing the national car from design approach...
This paper elaborates a conceptual framework of emotional design for games and explains how it could assist game designers in designing immersive games. Player-centric approach is identified as the core of the framework which signifies the roles of emotion in the game design process particularly at the pre-production stage. Since emotion and percep...
This paper discusses how the roles of emotion contribute in the game design process based on a conceptual framework of emotional design model for games. In focusing the roles of emotion on a visceral level perspective, this paper presents a literature review to facilitate the game designer to design games that serve players' emotional experience wh...
One of the serious issues affecting learning English as second language effectively is pronunciation, which consequently contributes to learners' poor communicative power. This condition is moreover critical among non-native speakers. Therefore, numerous initiatives have been taken in order to promote effective language learning, which includes 3d...
The purpose of this study is to identify and evaluate how a computer game could be applied as a tool for learning Object-Oriented programming in computer science courses. The study aims to reduce the complexity of learning object-oriented programming for the students and provide efficient object-oriented design learning environment for them.
This paper proposes a conceptual framework to assist game designer to design games based on the roles of emotion and perception in the game design process primarily in preproduction stage. By giving that emotion and perception are biological processes of human beings, players are prone to digital games which accomplish their pleasure and enjoyment...
This chapter investigates the reasons behind the attitude differences of professionals involved in Game-Based Learning (GBL). Semi-structured interviews were conducted between October 2009 and March 2010 with 11 Subject Matter Experts (SMEs) and 11 game experts in the UK. The interviews aimed to explain why the professionals' attitudes were statist...
This paper is an introspection of a lecturer upon the experience of teaching creativity between September 2011 and June 2013 to four different cohorts of students who enrolled in two Bachelor of Design programs in Universiti Pendidikan Sultan Idris (UPSI), Malaysia. Being the only educational university in Malaysia, the teacher training legacy of U...
This paper is a retrospective case study of a game-based learning (GBL) researcher who cooperated with a professional gamer and a team of game developers to design and develop a coaching system for First-Person Shooter (FPS) players. The GBL researcher intended to verify the ecological validity of a model of cooperation; the developers wanted to as...
This paper compares the results of two surveys conducted between July 2009 and January 2010 with 45 subject matter experts (SMEs) and 41 game experts in the UK. The surveys examine the attitudes and attitude differences of the participants towards teachers who use games in the classroom and studios that produced educational games. The findings reve...
This paper compares the results of two surveys conducted between July 2009 and January 2010 with 45 subject matter experts (SMEs) and 41 game experts in the UK. The surveys examine the attitudes and attitude differences of the participants towards teachers who use games in the classroom and studios that produced educational games. The findings reve...
Contemporary educational researchers often suffer from being tagged as either positivist or interpretivist - two opposite epistemological paradigms in social studies - and there is no exception for game-based learning (GBL) research carried out in educational contexts. An alternative methodology which embraces pragmatism, called a 'Spiral Research...
This paper examines the perception of practitioners in the game industry in Malaysia towards the use of games in education. Semi-structured interviews were conducted with eight commercial game experts. Findings show that the perceived educational potential of games between practitioners and teachers is different. Practitioners see addiction and eng...
The Film and Animation degree program offered by Multimedia University (MMU) has knowledge transfer concepts that are imminent within it. The proof to this is the five types of knowledge transfer processes available namely serial transfer, near transfer, far transfer, strategic transfer and expert transfer. Each of the processes has their own advan...
This paper summarises the journey of a doctoral research design which aims to explore the game-based learning collaborations between subject matter experts and game experts. The underlying inquiry paradigm is pragmatism and a mixed methods case study research model was developed to integrate the methodology and methods of this study. Mixed methods...
Global education is boosted by the emergence of e-learning technologies. However, the impact of globalization has created a new scenario of teaching and learning environments. Under the setting of e-learning, various challenges await those involved in the business of education, including the policy makers, administrators, academics and supporting s...
This paper examines the perceptions of sixth-form students towards the use of Spore™—a commercial electronic game— in their biology lessons. Findings of a focus group showed that the students welcomed the use of Spore TM as a medium of deep learning, although they regarded this as more beneficial to younger pupils. Two themes were found in their vi...
This paper aims to depict the potential e-learning marketplace in Universiti Kuala Lumpur. The background of the university and the development of e-learning technologies are elaborated. It also describes the research done and the possible path of e-learning development in the future. Lastly, the current e-learning challenges faced by the universit...
The employment of e-learning portals in institutions of higher learning is becoming common in Malaysia. Such a portal provides a platform for nurturing e- learning culture within the institution community. In 2003, an e-learning portal was introduced to students in University Kuala Lumpur Institut Infotech MARA (UniKL IIM). This portal was created...