Summary: | The use of smartphones and tablets among early childhood is increasing rapidly. Various types
of applications are developed and designed specifically for early childhood. While most of them are built related to educational purposes. However, it is believed that a comprehensive evaluation method is needed to ensure that the educational game (MGBL) can give contribution, not only to user's enjoyment, but also to the learning process. By adopting Design Science Research approach, this research can provide a suitable
evaluation method as the outcome to give solution for the current problem. Five phases will be carried out in this research, such as (i) awareness of problem, (ii) suggestion, (iii) development, (iv) evaluation, and (v)
conclusion. Later, this evaluation method can be defined as a guideline to evaluate experiential learning on
MGBL.
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