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The developer explain about the rules and instructions of the game.

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LEVEL6

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LEVEL5

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LEVEL4

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LEVEL3

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LEVEL2

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LEVEL1

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Tuan Sarifah Aini Syed Ahmad ( UiTM Negeri Sembilan Kuala Pilah )

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NATIONAL UNIVERSITY CARNIVAL ON E-LEARNING ( NUCEL 2015)

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NATIONAL UNIVERSITY CARNIVAL ON E-LEARNING ( NUCEL 2015)

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DATE: 14-15 DECEMBER 2015

LOCATION: DEWAN BESAR KAMPUS BARU SULTAN AZLAN SHAH UPSI

GAME TITLE: LOST IN THE JUNGLE OF MAZE

OBJECTIVE

To provide engaging enhancement activities for learning listening outside the classroom

A BSTRACT

Listening is one of the four skills in learning English. The skills can be acquired by sufficient practice. Since face- to- face (F2F) time is limited, it is a need to provide students with supplementary activities outside the classroom in order to give them the opportunity to enhance the skills. However, it is difficult to maintain students motivation in participating voluntarily in listening activities outside the classroom. Therefore, supplementary learning activities outside the classroom should be engaging in order to sustain students' motivation in participating in the features which are enjoyable and educational, they are likely suitable to be used as supplementary listening activities outside the classroom to replace conventional activities and interactive quizzes. The games are mode available online for easy access and to meet the need of student In 21st century who are digital natives that prefer online activities.

USEFULNESS

Can increase students motivation to participate in enhancement activities outside the classroom.

Can enhance students' listening skills.

NOVELTY

The game is developed by using royalty - free - media and  self- prepared media.

The game is designed based on the designers' original ideas and creativity.

COMMERCIALIZATION POTENTIAL

The game can be :

shared on the website and are licensed under Creative Common Attribution- Share Alike.

Commercialised if it is unshared.

APPLICATION OF THEORIES

COGNITIVISM

- Using the Bloom's Taxonomy to evaluate cognitive levels.

CONSTRUCTIVISM

- Active learning -Feedback

LEARNING STYLES

- Auditory (hear) - Visual (see) - Kinesthetic (do)

MULTIMEDIA

- Dua coding - Limited capacity - Active processing

GAGNE'S NINE EVENTS OF INSRUCTIONS

1.  Gain attention: use the audio of a jungle sound

2. Inform obejectives to learners: show the game rules

4. Stimulate recall: show approprait scene backgorund and monologuee form Monki

4. Present material play the listening audio

5. Provide guidance: Give clear instructions on how to answer

6. Elicit performance: Learner answer the questions.

7. Provide feedback: Give scores, audio and written feedback , correct and wrong questions.

9. Enhance retention and transefer: Ensure skills are transferable