The Effects of Gamification in Space Exploration Learning

Authors

  • Po Chan Chiu Faculty of Computer Science and Information Technology, Universiti Malaysia Sarawak, 94300 Kota Samarahan, Kuching, Sarawak, Malaysia
  • Melvin Jangga Rupitan Faculty of Computer Science and Information Technology, Universiti Malaysia Sarawak, 94300 Kota Samarahan, Kuching, Sarawak, Malaysia
  • King Kuok Kuok Faculty of Engineering, Computing and Science, Swinburne University of Technology Sarawak Campus, 93350 Kuching, Sarawak, Malaysia
  • Hamizan Sharbini Faculty of Computer Science and Information Technology, Universiti Malaysia Sarawak, 94300 Kota Samarahan, Kuching, Sarawak, Malaysia
  • Noor Hazlini Borhan Faculty of Computer Science and Information Technology, Universiti Malaysia Sarawak, 94300 Kota Samarahan, Kuching, Sarawak, Malaysia
  • Alvin Yeo School of Computing and Mathematical Sciences, University of Waikato, 3240 Hamilton, New Zealand

DOI:

https://doi.org/10.37934/araset.59.1.265274

Keywords:

Gamification, Space exploration, Solar system, Parker solar probe, Game, Learning

Abstract

Gamification in education has grown in popularity in recent years. However, gamification in space exploration education receives limited attention. This paper introduces Mission to the Star, an innovative online learning platform designed for primary students, immersing them in the fascinating journey of NASA's Parker Solar Probe as it ventures closer to the Sun. Embarking on an extraordinary mission, players assume the role of a spacecraft and navigate toward the Sun's atmosphere, learning vital information along the way. Research findings demonstrate that the incorporation of gamification elements such as badges, score points, certificates, leaderboards, and more, has notably enhanced student learning in comprehending the Parker Solar Probe mission. By integrating these gamified elements, students are motivated to actively participate, benefiting from an interactive and enjoyable learning experience. Mission to the Star holds significance in education as it provides an interactive exploration encounter that sparks the curiosity and enthusiasm of young learners toward space exploration and science knowledge.

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Author Biographies

Po Chan Chiu, Faculty of Computer Science and Information Technology, Universiti Malaysia Sarawak, 94300 Kota Samarahan, Kuching, Sarawak, Malaysia

pcchiu@unimas.my

Melvin Jangga Rupitan, Faculty of Computer Science and Information Technology, Universiti Malaysia Sarawak, 94300 Kota Samarahan, Kuching, Sarawak, Malaysia

melvinjanggarupitan@gmail.com

King Kuok Kuok, Faculty of Engineering, Computing and Science, Swinburne University of Technology Sarawak Campus, 93350 Kuching, Sarawak, Malaysia

kkuok@swinburne.edu.my

Hamizan Sharbini, Faculty of Computer Science and Information Technology, Universiti Malaysia Sarawak, 94300 Kota Samarahan, Kuching, Sarawak, Malaysia

shamizan@unimas.my

Noor Hazlini Borhan, Faculty of Computer Science and Information Technology, Universiti Malaysia Sarawak, 94300 Kota Samarahan, Kuching, Sarawak, Malaysia

bnhazlini@unimas.my

Alvin Yeo, School of Computing and Mathematical Sciences, University of Waikato, 3240 Hamilton, New Zealand

alvin.yeo@waikato.ac.nz

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Published

2024-10-11

How to Cite

Chiu, P. C. ., Rupitan, M. J., Kuok, K. K., Sharbini, H., Borhan, N. H., & Yeo, A. (2024). The Effects of Gamification in Space Exploration Learning. Journal of Advanced Research in Applied Sciences and Engineering Technology, 265–274. https://doi.org/10.37934/araset.59.1.265274

Issue

Section

Articles