Teacher Education: Design Thinking Approach in Makerspaces to Produce Quality Educational Video Games with a Visual Identity and Improve Design Thinking Skills
Abstract
:1. Introduction
2. Literature Review
2.1. Educational Video Games with a Visual Identity
- Environmental Design in Games: The environments and virtual backgrounds of the game should be designed in a way that complements the educational content and creates an immersive learning experience. Mohamad Yahaya et al. [48] found that environmental design in online games has a significant impact. Studies have shown that virtual forest games can enhance positive mood and mental health. Mostajeran et al. [49] further explained that environmental design in virtual games can induce positive emotional and physiological effects. They conducted a study with 27 participants to examine the psychological effects of such exposure. The results showed that exposure to virtual nature significantly improved cognitive performance and restoration ability.
- Graphic Design and User Interface in Games: The visual design of the game should reflect the educational theme and enhance player engagement, creating a cohesive visual identity for the game. By using consistent and visually appealing graphic design, Sentana et al. [50] discussed the impact of graphic design in online games and emphasized the importance of attractive visual elements and principles of animation in creating a high-quality game that influences player behavior.
- The Use of Visual Elements in Games: Relevant symbols or visual elements that represent educational concepts or actions should be integrated within the game. Visual aesthetics, including colors and patterns, play a crucial role in shaping the user experience and engagement in online games.
- Characters and Avatars in Games: Developing unique and visually appealing characters or avatars that align with the educational content can enhance the visual identity of the game. These characters can represent teachers, mentors, or even the players themselves. Designing characters that reflect diversity and inclusivity can create a welcoming and relevant experience for players. Allowing players to customize specific visual aspects, such as their character’s appearance or the game interface, can enhance engagement and create a sense of ownership [51]. It allows players to personalize the appearance and elements of their avatars, leading to a sense of identification with the character and enhancing player loyalty to the game [52].
2.2. Design Thinking Approach in the Makerspace
- Empathize: This stage involves understanding the core idea and empathizing with it. It entails researching user needs, consulting experts to learn more about the domain of interest, making observations, and gaining an empathetic understanding of the problem that the product design aims to contribute to solving.
- Define: In this stage, the problem to be solved is identified by organizing the information and refining the details gathered from the empathize stage. The focus is on the problem, and great ideas are generated with a human-centered approach.
- Ideate: This stage involves generating creative solutions to the problem. Various ideation techniques such as brainstorming, mind mapping, and asking questions can be used to stimulate free thinking and explore a wide range of solutions and ideas. This allows for the generation of the highest possible number of ideas.
- Prototype: This stage involves creating and testing solutions and iterating on them. The implementation begins by producing a number of product versions to make the ideas tangible. These prototypes can be shared and tested within the team itself, in other departments, or with a small group of individuals outside the team. They are investigated, and based on user feedback, they are accepted, improved, or rejected. By the end of this stage, a clearer vision is formed of how real users behave, think, and feel when interacting with the final product.
- Test: The prototypes produced in the prototype stage are tested by conducting interviews with users and presenting the product to them. Their interactions and reactions are observed in order to gain a deep understanding of the product and real users as much as possible. This helps improve the final product and put it in its finalized form.
- Select one or two skills related to students’ learning needs to focus on.
- Engage students in discussions or brainstorming sessions where they can share their interests and experiences.
- Divide the work purposefully.
- Start exploring real problems that impact their lives within their community, personal, local, or global events.
- Document learning evidence such as assessment models and review lists.
- Encourage students to express the problem in different ways, such as writing it down or creating a teaching scenario, to make their growth visible to themselves and their teacher.
- Prompt students to think collaboratively to arrive at creative solutions.
- Use self-assessments to help students identify their strengths.
2.3. Product Quality
3. Research Questions
4. Hypotheses
5. Participants
6. Methodology
7. Data Collection and Analysis
7.1. Product Quality Card
7.2. Design Thinking Scale
8. Experimental Procedure
- Digital tools: computers, smartphones, printers, scanners, internet connection, sound effects software, audio recordings, microphone for sound recording, drawing software, audio recording software, game programming software, QR codes, PowerPoint, YouTube video clips, Scratch website and mobile phone application for designing educational video games, projectors, graphic design tools, and space for storing items.
- Manual tools: ruler, pens, eraser, compass, colored pencils, blocks, whiteboards for collaboration, concept maps, tools for drawing and planning background and character designs, programming blocks, paper for scenario drawing, and whiteboard.
- Empathize: In this stage. the basic idea is understood and empathized with. In the makerspace, pre-service teachers from the Department of Educational Technology and the Department of Art Education started by conducting interviews with their fellow pre-service kindergarten teachers. They used a questioning strategy to encourage students to develop their perspectives in order to understand their interests, inquire about their needs, and identify the main topics that need to be designed as educational video games that align with the educational objectives for this age group, as well as with the customs, values, history, and culture of the community. The empathize stage in the makerspace includes using a set of tools such as PowerPoint, YouTube, clipboard, pens, papers, interview guides, and illustrative presentations; sharing video clips and images; presenting ideas that empathize with the problem; and using PowerPoint or videos to demonstrate the idea.
- Define: In this stage, the problem to be solved is identified. The students move to the designated area in the makerspace for the “Define” stage. Pre-service teachers facilitate brainstorming sessions to exchange ideas about a societal problem that aligns with the first objective of the skills of designing an educational video game with visual identity, which is “the overall game concept planning”. One educational objective is selected for each game that suits kindergarten children, and the gameplay is defined. The space is equipped for discussion and idea generation, including tools such as PowerPoint, YouTube, sticky notes, highlighter pens, and whiteboards. The discussions resulted in generating ideas such as the need for games that address specific topics related to the community and its culture, such as learning about currencies, the colors of the flag, and so on.
- Ideate: This stage involves generating creative solutions to the problem. The students move to the designated area in the makerspace for the “Ideate” stage. Pre-service teachers present their initial prototypes of solutions, aligning with the second and third objectives of the skills of designing an educational video game with visual identity, which are “designing the educational game scenario” and “designing visual elements”. The space is equipped with tools such as PowerPoint, YouTube, papers, pens, and colors for writing the game scenario. Additionally, digital tools such as computers and Scratch software are available for designing characters, their outfits, sound effects, and audio. This stage resulted in presenting the game scenario; designing character and outfit prototypes, backgrounds, control buttons; and incorporating colors that align with the community.
- Prototype: This is the stage of testing and improving solutions. The students moved to the makerspace designated for the “Prototype stage”, which included the fourth objective of the skills of designing an educational video game with a visual identity, which is “programming the game using the Scratch program” (Figure 5). where they create prototypes for designing the game by adding game programming codes, such as sound, control, and movement codes, as well as review the game and modify its elements. The place was equipped with tools for testing and improving solutions, such as plastic cubes to help in learning programming, PowerPoint, YouTube, PDF, electronics tools, computers, and projects, etc. It resulted in the projects being presented and the students testing their prototypes with pre-service kindergarten teachers and making improvements based on their feedback.
- Testing: Testing involved initial interactions with pre-service kindergarten teachers, discussing all the comments and analytical analyses, monitoring their interaction with the games, and seeking their opinions.
9. Data Analysis and Results
10. Discussion
11. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Group | N | Mean | S.D. | t | df | Sig |
---|---|---|---|---|---|---|
Control | 38 | 9.47 | 3.02 | 0.074 | 74 | 0.942 |
Experimental | 38 | 9.42 | 3.21 |
Group | N | Mean | S.D. | t | df | Sig |
---|---|---|---|---|---|---|
Control | 38 | 35.00 | 10.91 | 17.61 | 74 | 0.000 |
Experimental | 38 | 69.47 | 5.17 |
Group | N | Mean | S.D. | t | df | Sig |
---|---|---|---|---|---|---|
Control | 38 | 12.21 | 4.59 | 34.55 | 74 | 0.00 |
Experimental | 38 | 51.11 | 5.21 |
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Zaky, Y.A.M.; Al Mulhim, E.N. Teacher Education: Design Thinking Approach in Makerspaces to Produce Quality Educational Video Games with a Visual Identity and Improve Design Thinking Skills. Educ. Sci. 2024, 14, 718. https://doi.org/10.3390/educsci14070718
Zaky YAM, Al Mulhim EN. Teacher Education: Design Thinking Approach in Makerspaces to Produce Quality Educational Video Games with a Visual Identity and Improve Design Thinking Skills. Education Sciences. 2024; 14(7):718. https://doi.org/10.3390/educsci14070718
Chicago/Turabian StyleZaky, Yara Ahmed Mohebeldin, and Ensaf Nasser Al Mulhim. 2024. "Teacher Education: Design Thinking Approach in Makerspaces to Produce Quality Educational Video Games with a Visual Identity and Improve Design Thinking Skills" Education Sciences 14, no. 7: 718. https://doi.org/10.3390/educsci14070718
APA StyleZaky, Y. A. M., & Al Mulhim, E. N. (2024). Teacher Education: Design Thinking Approach in Makerspaces to Produce Quality Educational Video Games with a Visual Identity and Improve Design Thinking Skills. Education Sciences, 14(7), 718. https://doi.org/10.3390/educsci14070718