The Study of Using Digital Game-based Learning to Develop Critical Thinking Skill Through Self-assessment Process
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Abstract
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 one of the critical thinking processes where a learner criticizes and review the quality of his or her work based on the recognized criteria. In the traditional learning environment, CT skills may be nurtured through the test as an assessment. The results of the test were feedback by the educators to the learners in terms of scores and comments. A previous study found that game-based learning may develop CT skills. However, there is relatively little research focusing on learning SA through the game. This study sought to investigate using the digital game-based learning (DGBL) approach to learn the assessment process among undergraduate students. A digital mobile game named Inventors of Future, (IoF) is developed by gamifying the SA process. In this paper, the results of the findings are presented through a single pre and post-test study. A product-oriented problem-solving instrument is created and applied to evaluate the findings. The results indicated that IoF significantly enhances students’ assessment knowledge. In particular, the study found that rubric is the key element when learning the SA process through DGBL. The rubric must consist of learning outcomes that the students were expected to learn in a DGBL environment. These results offer a promising basis for further exploration of game-based SA for learning to achieve intended outcomes for different subject matters.
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