The effective components of creativity in digital game-based learning among young children: A case study

Recent studies regarding digital game-based learning (DGBL) are increasing, having the potential to enable new forms of learning, however, it remains unclear how DGBL applications can impact young students’ creativity. The main purpose of this study is to investigate whether DGBL application technol...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Children and youth services review 2020-09, Vol.116, p.105227, Article 105227
Hauptverfasser: Behnamnia, Najmeh, Kamsin, Amirrudin, Ismail, Maizatul Akmar Binti, Hayati, A.
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page
container_issue
container_start_page 105227
container_title Children and youth services review
container_volume 116
creator Behnamnia, Najmeh
Kamsin, Amirrudin
Ismail, Maizatul Akmar Binti
Hayati, A.
description Recent studies regarding digital game-based learning (DGBL) are increasing, having the potential to enable new forms of learning, however, it remains unclear how DGBL applications can impact young students’ creativity. The main purpose of this study is to investigate whether DGBL application technologies (tablets and smartphones), can improve creativity skills in preschool children (aged 3–6) and “what the main components effective of creative skills are to enhance learning for young children in DGBL”. In this study, the procedure is a case study and the researcher used a sample of apps that were preloaded onto one tablet for seven children aged 3–6 years old in grade Foundation Stage 1 and 2 in a selected Montessori pre-school in Malaysia. In the present study, during using educational digital games by young children, the students’ creative thinking process and the relationship between these components based on Analyzing Children's Creative Thinking framework (ACCT) are investigated in order to understand perceptions of creativity skills involved in the learning approach. The findings suggest that DGBL can potentially affect students' ability to develop creative skills and critical thinking, knowledge transfer, acquisition of skills in digital experience, and a positive attitude toward learning as well as provide for deep, insightful learning. The students experienced opportunities for engaging the creative thinking process in their activity and thinking issue understanding and learning in educational digital games. This study provides an outlook for researchers, game designers, developers in the field of DGBL, and creativity. This research provides new insights, advice, and effective suggestions on how to increase creative skills, motivate, and improve learning outcomes and demonstrate learning with DGBL composition in teaching young students.
doi_str_mv 10.1016/j.childyouth.2020.105227
format Article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_journals_2451173539</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><els_id>S0190740920303716</els_id><sourcerecordid>2451173539</sourcerecordid><originalsourceid>FETCH-LOGICAL-c346t-13171429c09ed45dc0494106f272492b94796910333a72cac85e16f08519fe7c3</originalsourceid><addsrcrecordid>eNqFkE1LAzEQhoMoWKv_IeB5az43jbda_IKCl3oOaXa2Tdnd1GS30H9v6goevczAyzvvzDwIYUpmlNDyYT9zO99UpzD0uxkj7CxLxtQFmtC54oVSpbxEE0I1KZQg-hrdpLQnhMhSsgnarXeAoa7B9f4I2IX2EDro-oRDjV0Em2Xfn7DvcOW3vrcN3toWio1NUOEGbOx8t8W2DbnmI3L9uSdC94gX2GUbTv1QnW7RVW2bBHe_fYo-X57Xy7di9fH6vlysCsdF2ReUU0UF045oqISsHBFaUFLWTDGh2UYLpUtNCefcKuasm0ugZU3mkuoalONTdD_mHmL4GiD1Zh-G2OWVhglJqeKS6-yajy4XQ0oRanOIvrXxZCgxZ65mb_64mjNXM3LNo0_jKOQvjh6iSc5D56DyMVM0VfD_h3wDwEuF2Q</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2451173539</pqid></control><display><type>article</type><title>The effective components of creativity in digital game-based learning among young children: A case study</title><source>Elsevier ScienceDirect Journals</source><source>Sociological Abstracts</source><source>Applied Social Sciences Index &amp; Abstracts (ASSIA)</source><creator>Behnamnia, Najmeh ; Kamsin, Amirrudin ; Ismail, Maizatul Akmar Binti ; Hayati, A.</creator><creatorcontrib>Behnamnia, Najmeh ; Kamsin, Amirrudin ; Ismail, Maizatul Akmar Binti ; Hayati, A.</creatorcontrib><description>Recent studies regarding digital game-based learning (DGBL) are increasing, having the potential to enable new forms of learning, however, it remains unclear how DGBL applications can impact young students’ creativity. The main purpose of this study is to investigate whether DGBL application technologies (tablets and smartphones), can improve creativity skills in preschool children (aged 3–6) and “what the main components effective of creative skills are to enhance learning for young children in DGBL”. In this study, the procedure is a case study and the researcher used a sample of apps that were preloaded onto one tablet for seven children aged 3–6 years old in grade Foundation Stage 1 and 2 in a selected Montessori pre-school in Malaysia. In the present study, during using educational digital games by young children, the students’ creative thinking process and the relationship between these components based on Analyzing Children's Creative Thinking framework (ACCT) are investigated in order to understand perceptions of creativity skills involved in the learning approach. The findings suggest that DGBL can potentially affect students' ability to develop creative skills and critical thinking, knowledge transfer, acquisition of skills in digital experience, and a positive attitude toward learning as well as provide for deep, insightful learning. The students experienced opportunities for engaging the creative thinking process in their activity and thinking issue understanding and learning in educational digital games. This study provides an outlook for researchers, game designers, developers in the field of DGBL, and creativity. This research provides new insights, advice, and effective suggestions on how to increase creative skills, motivate, and improve learning outcomes and demonstrate learning with DGBL composition in teaching young students.</description><identifier>ISSN: 0190-7409</identifier><identifier>EISSN: 1873-7765</identifier><identifier>DOI: 10.1016/j.childyouth.2020.105227</identifier><language>eng</language><publisher>Oxford: Elsevier Ltd</publisher><subject>Case studies ; Cognitive style ; Creative thinking ; Creativity ; Critical thinking ; Digital game-based learning ; Empirical evidence ; Games ; Information sharing ; Learning ; Preschool children ; Skills ; Students ; Teaching ; Young children</subject><ispartof>Children and youth services review, 2020-09, Vol.116, p.105227, Article 105227</ispartof><rights>2020 Elsevier Ltd</rights><rights>Copyright Elsevier Science Ltd. Sep 2020</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c346t-13171429c09ed45dc0494106f272492b94796910333a72cac85e16f08519fe7c3</citedby><cites>FETCH-LOGICAL-c346t-13171429c09ed45dc0494106f272492b94796910333a72cac85e16f08519fe7c3</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://dx.doi.org/10.1016/j.childyouth.2020.105227$$EHTML$$P50$$Gelsevier$$H</linktohtml><link.rule.ids>314,777,781,3537,27905,27906,30980,33755,45976</link.rule.ids></links><search><creatorcontrib>Behnamnia, Najmeh</creatorcontrib><creatorcontrib>Kamsin, Amirrudin</creatorcontrib><creatorcontrib>Ismail, Maizatul Akmar Binti</creatorcontrib><creatorcontrib>Hayati, A.</creatorcontrib><title>The effective components of creativity in digital game-based learning among young children: A case study</title><title>Children and youth services review</title><description>Recent studies regarding digital game-based learning (DGBL) are increasing, having the potential to enable new forms of learning, however, it remains unclear how DGBL applications can impact young students’ creativity. The main purpose of this study is to investigate whether DGBL application technologies (tablets and smartphones), can improve creativity skills in preschool children (aged 3–6) and “what the main components effective of creative skills are to enhance learning for young children in DGBL”. In this study, the procedure is a case study and the researcher used a sample of apps that were preloaded onto one tablet for seven children aged 3–6 years old in grade Foundation Stage 1 and 2 in a selected Montessori pre-school in Malaysia. In the present study, during using educational digital games by young children, the students’ creative thinking process and the relationship between these components based on Analyzing Children's Creative Thinking framework (ACCT) are investigated in order to understand perceptions of creativity skills involved in the learning approach. The findings suggest that DGBL can potentially affect students' ability to develop creative skills and critical thinking, knowledge transfer, acquisition of skills in digital experience, and a positive attitude toward learning as well as provide for deep, insightful learning. The students experienced opportunities for engaging the creative thinking process in their activity and thinking issue understanding and learning in educational digital games. This study provides an outlook for researchers, game designers, developers in the field of DGBL, and creativity. This research provides new insights, advice, and effective suggestions on how to increase creative skills, motivate, and improve learning outcomes and demonstrate learning with DGBL composition in teaching young students.</description><subject>Case studies</subject><subject>Cognitive style</subject><subject>Creative thinking</subject><subject>Creativity</subject><subject>Critical thinking</subject><subject>Digital game-based learning</subject><subject>Empirical evidence</subject><subject>Games</subject><subject>Information sharing</subject><subject>Learning</subject><subject>Preschool children</subject><subject>Skills</subject><subject>Students</subject><subject>Teaching</subject><subject>Young children</subject><issn>0190-7409</issn><issn>1873-7765</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><sourceid>7QJ</sourceid><sourceid>BHHNA</sourceid><recordid>eNqFkE1LAzEQhoMoWKv_IeB5az43jbda_IKCl3oOaXa2Tdnd1GS30H9v6goevczAyzvvzDwIYUpmlNDyYT9zO99UpzD0uxkj7CxLxtQFmtC54oVSpbxEE0I1KZQg-hrdpLQnhMhSsgnarXeAoa7B9f4I2IX2EDro-oRDjV0Em2Xfn7DvcOW3vrcN3toWio1NUOEGbOx8t8W2DbnmI3L9uSdC94gX2GUbTv1QnW7RVW2bBHe_fYo-X57Xy7di9fH6vlysCsdF2ReUU0UF045oqISsHBFaUFLWTDGh2UYLpUtNCefcKuasm0ugZU3mkuoalONTdD_mHmL4GiD1Zh-G2OWVhglJqeKS6-yajy4XQ0oRanOIvrXxZCgxZ65mb_64mjNXM3LNo0_jKOQvjh6iSc5D56DyMVM0VfD_h3wDwEuF2Q</recordid><startdate>202009</startdate><enddate>202009</enddate><creator>Behnamnia, Najmeh</creator><creator>Kamsin, Amirrudin</creator><creator>Ismail, Maizatul Akmar Binti</creator><creator>Hayati, A.</creator><general>Elsevier Ltd</general><general>Elsevier Science Ltd</general><scope>AAYXX</scope><scope>CITATION</scope><scope>7QJ</scope><scope>7U3</scope><scope>BHHNA</scope></search><sort><creationdate>202009</creationdate><title>The effective components of creativity in digital game-based learning among young children: A case study</title><author>Behnamnia, Najmeh ; Kamsin, Amirrudin ; Ismail, Maizatul Akmar Binti ; Hayati, A.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c346t-13171429c09ed45dc0494106f272492b94796910333a72cac85e16f08519fe7c3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2020</creationdate><topic>Case studies</topic><topic>Cognitive style</topic><topic>Creative thinking</topic><topic>Creativity</topic><topic>Critical thinking</topic><topic>Digital game-based learning</topic><topic>Empirical evidence</topic><topic>Games</topic><topic>Information sharing</topic><topic>Learning</topic><topic>Preschool children</topic><topic>Skills</topic><topic>Students</topic><topic>Teaching</topic><topic>Young children</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Behnamnia, Najmeh</creatorcontrib><creatorcontrib>Kamsin, Amirrudin</creatorcontrib><creatorcontrib>Ismail, Maizatul Akmar Binti</creatorcontrib><creatorcontrib>Hayati, A.</creatorcontrib><collection>CrossRef</collection><collection>Applied Social Sciences Index &amp; Abstracts (ASSIA)</collection><collection>Social Services Abstracts</collection><collection>Sociological Abstracts</collection><jtitle>Children and youth services review</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Behnamnia, Najmeh</au><au>Kamsin, Amirrudin</au><au>Ismail, Maizatul Akmar Binti</au><au>Hayati, A.</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>The effective components of creativity in digital game-based learning among young children: A case study</atitle><jtitle>Children and youth services review</jtitle><date>2020-09</date><risdate>2020</risdate><volume>116</volume><spage>105227</spage><pages>105227-</pages><artnum>105227</artnum><issn>0190-7409</issn><eissn>1873-7765</eissn><abstract>Recent studies regarding digital game-based learning (DGBL) are increasing, having the potential to enable new forms of learning, however, it remains unclear how DGBL applications can impact young students’ creativity. The main purpose of this study is to investigate whether DGBL application technologies (tablets and smartphones), can improve creativity skills in preschool children (aged 3–6) and “what the main components effective of creative skills are to enhance learning for young children in DGBL”. In this study, the procedure is a case study and the researcher used a sample of apps that were preloaded onto one tablet for seven children aged 3–6 years old in grade Foundation Stage 1 and 2 in a selected Montessori pre-school in Malaysia. In the present study, during using educational digital games by young children, the students’ creative thinking process and the relationship between these components based on Analyzing Children's Creative Thinking framework (ACCT) are investigated in order to understand perceptions of creativity skills involved in the learning approach. The findings suggest that DGBL can potentially affect students' ability to develop creative skills and critical thinking, knowledge transfer, acquisition of skills in digital experience, and a positive attitude toward learning as well as provide for deep, insightful learning. The students experienced opportunities for engaging the creative thinking process in their activity and thinking issue understanding and learning in educational digital games. This study provides an outlook for researchers, game designers, developers in the field of DGBL, and creativity. This research provides new insights, advice, and effective suggestions on how to increase creative skills, motivate, and improve learning outcomes and demonstrate learning with DGBL composition in teaching young students.</abstract><cop>Oxford</cop><pub>Elsevier Ltd</pub><doi>10.1016/j.childyouth.2020.105227</doi></addata></record>
fulltext fulltext
identifier ISSN: 0190-7409
ispartof Children and youth services review, 2020-09, Vol.116, p.105227, Article 105227
issn 0190-7409
1873-7765
language eng
recordid cdi_proquest_journals_2451173539
source Elsevier ScienceDirect Journals; Sociological Abstracts; Applied Social Sciences Index & Abstracts (ASSIA)
subjects Case studies
Cognitive style
Creative thinking
Creativity
Critical thinking
Digital game-based learning
Empirical evidence
Games
Information sharing
Learning
Preschool children
Skills
Students
Teaching
Young children
title The effective components of creativity in digital game-based learning among young children: A case study
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-20T10%3A19%3A15IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=The%20effective%20components%20of%20creativity%20in%20digital%20game-based%20learning%20among%20young%20children:%20A%20case%20study&rft.jtitle=Children%20and%20youth%20services%20review&rft.au=Behnamnia,%20Najmeh&rft.date=2020-09&rft.volume=116&rft.spage=105227&rft.pages=105227-&rft.artnum=105227&rft.issn=0190-7409&rft.eissn=1873-7765&rft_id=info:doi/10.1016/j.childyouth.2020.105227&rft_dat=%3Cproquest_cross%3E2451173539%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2451173539&rft_id=info:pmid/&rft_els_id=S0190740920303716&rfr_iscdi=true