Wiraku Suci: A Children's App for Learning Hygiene Practices

Wiraku Suci: A Children's App for Learning Hygiene Practices

Authors

  • Aznoora Osman Faculty of Computer and Mathematical Sciences, Universiti Teknologi MARA, Perlis Branch, Arau Campus
  • Nurul Husniyah Mohd Azman Faculty of Computer and Mathematical Sciences, Universiti Teknologi MARA, Perlis Branch, Arau Campus

DOI:

https://doi.org/10.24191/jcrinn.v6i4.248

Keywords:

hygiene care, children, mobile learning app, game-based learning, mobile application, prototype

Abstract

Hygiene care is a basic human need, but very essential practice that must be taught since childhood. Personal hygiene involves making sure body parts are clean to avoid from health issues caused by poor cleanliness. Parents ultimately bear the responsibility to teach their children about cleanliness, and normally this is done by showing and practising hygiene care themselves. Nevertheless, it is not that easy to educate personal hygiene care to them, especially in the ages of four to six years old, because they are actively playing and exploring their environments. To aid parents, mobile learning app could be employed because hygiene habits can be shown via more engaging ways such as through pictures and video clips of personal hygiene care, simple drag and drop games, and pictorial quiz. In this study, a mobile learning app with game-based approach has been developed by following the software development life cycle Spiral model. During evaluation phase, a heuristic evaluation with five Computer Science lecturers was conducted to examine the usability of the app. Results from the evaluation were used as guidance to refine and improvise the app so that they will be usable and enjoyable for children.   

Downloads

Download data is not yet available.

References

Al Fatta, H., Maksom, Z., & Zakaria, M. H. (2018). Systematic literature review on usability evaluation model of educational games: Playability, pedagogy, and mobility aspects. Journal of Theoretical and Applied Information Technology, 96(14), 4677–4689.

Ames, H. (2020, May 20). Why is personal hygiene important? Retrieved November 10, 2020, from Medicalnewstoday.com website: https://www.medicalnewstoday.com/articles/personal-hygiene

Anugerah, Y., & Budiyanto, C. (2017). The Design of Children Educational Game Interface: Review of the Literature. 158(Ictte), 859–867. https://doi.org/10.2991/ictte-17.2017.87

Aslan, S., & Balci, O. (2015). GAMED: Digital educational game development methodology. Simulation, 91(4), 307–319. https://doi.org/10.1177/0037549715572673

Avouris, N., Sintoris, C., & Yiannoutsou, N. (2018, June). Design guidelines for location-based mobile games for learning. In Proceedings of the 17th ACM Conference on Interaction Design and Children (pp. 741-744).

Behnamnia, N., Kamsin, A., Ismail, M. A. B., & Hayati, A. (2020). The effective components of creativity in digital game-based learning among young children: A case study. Children and Youth Services Review, 116(June), 105227. https://doi.org/10.1016/j.childyouth.2020.105227.

Chang, C., Liang, C., Chou, P., & Lin, G. (2017). Computers in Human Behavior Is game-based learning better in fl ow experience and various types of cognitive load than non-game-based learning ? Perspective from multimedia and media richness. Computers in Human Behavior, 71, 218–227. https://doi.org/10.1016/j.chb.2017.01.031

Chen, C. P. (2018). Understanding mobile English-learning gaming adopters in the self-learning market: The Uses and Gratification Expectancy Model. Computers and Education, 126(April 2018), 217–230. https://doi.org/10.1016/j.compedu.2018.07.015

Chung, C. J., Hwang, G. J., & Lai, C. L. (2019). A review of experimental mobile learning research in 2010–2016 based on the activity theory framework. Computers and Education, 129, 1–13. https://doi.org/10.1016/j.compedu.2018.10.010

Cook, K. L., & Bush, S. B. (2018). Design Thinking in Integrated STEAM Learning: Surveying the Landscape and Exploring Exemplars in Elementary Grades. School Science and Mathematics, 118(3), 93–103. https://doi.org/http://dx.doi.org/10.1111/ssm.12268

Ferreira, S. M., Gouin-Vallerand, C., & Hotte, R. (2016). Game based learning: A case study on designing an educational game for children in developing countries. 2016 8th International Conference on Games and Virtual Worlds for Serious Applications, VS-Games 2016. https://doi.org/10.1109/VS-GAMES.2016.7590350

Gelderblom, H., & Kotzé, P. (2008). Designing technology for young children: What we can learn from theories of cognitive development. ACM International Conference Proceeding Series, 338(October), 66–75. https://doi.org/10.1145/1456659.1456668

Gongala, S. (2015, September 16). Personal Hygiene For Kids: Importance And Habits To Teach. Retrieved December 5, 2020, from MomJunction website: https://www.momjunction.com/articles/personal-hygiene-tips-for-kids_00372473/

Holl, K., & Elberzhager, F. (2019). Mobile Application Quality Assurance. In Advances in Computers (1st ed., Vol. 112). Elsevier Inc. https://doi.org/10.1016/bs.adcom.2017.12.001

Ismail, R., Ibrahim, R., & Yaacob, S. (2018). Human computer interaction and game design process for children. Open International Journal of Informatics (OIJI), 6(2), 43-52.

Kiang, D. (2014, Oct 14). Using gaming principles to engage students.Edutopia. https://www.edutopia.org/blog/using-gaming-principles-engage-students-douglas-kiang

Nagalingam, V., Ibrahim, R., & Yusoff, R. C. M. (2020). EDUGXQ: User Experience Instrument for Educational Games’ Evaluation. International Journal of Advanced Computer Science and Applications, 11(1).

Pierce, N. (2015, February 9). Game-based Learning for Early Childhood (Part 1) | Learnovate. Retrieved December 4, 2020, from Learnovate website: https://www.learnovatecentre.org/gbl_early_childhood_pt1/

Sawyer, R. (2017). Balancing learning and engagement in game-based learning environments with multi-objective reinforcement learning. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 10331 LNAI, 323–334. https://doi.org/10.1007/978-3-319-61425-0_27

UNICEF. (2020, September 17). Everything you need to know about washing your hands to protect against coronavirus (COVID-19). https://www.unicef.org/coronavirus/everything-you-need-know-about-washing-your-hands-protect-against-coronavirus-covid-19

Vee Senap, N. M., & Ibrahim, R. (2019). A review of heuristics evaluation component for mobile educational games. Procedia Computer Science, 161(2), 1028–1035. https://doi.org/10.1016/j.procs.2019.11.213

“Why is personal hygiene important?â€. (2020). Medicalnewstoday. Retrieved Jan 5, 2020 from https://www.medicalnewstoday.com/articles/personal-hygiene

World Health Organization: WHO. (2020, October 15). WHO and Disney Junior’s “Doc McStuffins†team up to remind young kids to wash their hands. Retrieved December 13, 2020, from Who.int website: https://www.who.int/news-room/feature-stories/detail/who-and-disney-junior-s-doc-mcstuffins-team-up-to-remind-young-kids-to-wash-their-hands

Downloads

Published

2021-10-01

How to Cite

Osman, A., & Mohd Azman, N. H. . (2021). Wiraku Suci: A Children’s App for Learning Hygiene Practices . Journal of Computing Research and Innovation, 6(4), 21–31. https://doi.org/10.24191/jcrinn.v6i4.248

Issue

Section

General Computing

Most read articles by the same author(s)

Loading...