�PROJECT PROPOSAL��Analysis of Data And Interpretation��
Prepared by:
SAW BOON HU
Master of Education
University Of Geomatika
Supervisor:
Dr. KIM TENG SIANG
AGENDA
• Research Title
• Research Questions / Hypothesis
• Research Instruments / How Data was Collected
• Background of Sample / Summary of Data
• Analysis of Data for Answering Research Questions
• Results and Interpretation for Research Questions
•Discussion & Conclusion
�
CONTENT
Exploring The Design of An Effective and Collaborative Gamification-Based Digital Learning Tool To Enhance Learning Engagement Among Primary School Students With Dyslexia in Malaysia
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QUESTION 1: CHALLENGES IN LEARNING ENGAGEMENT
What challenges do primary school students with dyslexia experience in maintaining learning engagement during classroom activities?
QUESTION 2: EXISTING DIGITAL LEARNING TOOLS
What digital learning tools or technology-based teaching approaches are you currently using to support primary school students with dyslexia, and how effective do you perceive these tools to be?
QUESTION 3: EFFECTIVE GAMIFICATION FEATURES
What gamification features do you perceive as most effective in motivating and engaging primary school students with dyslexia?
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QUESTION 4: COLLABORATIVE GAMIFICATION
How can collaborative gamification activities be designed to encourage participation, peer interaction and learning engagement among primary school students with dyslexia?
QUESTION 5: ACCESSIBILITY AND DESIGN
What accessibility and design features should be incorporated into a gamification digital learning tool to accommodate the learning needs of primary school students with dyslexia?
QUESTION 6: OVERALL DESIGN RECOMMENDATIONS
Based on your teaching experience, what recommendations do you have for designing an effective, accessible and collaborative gamification digital learning tool to enhance learning engagement among primary school students with dyslexia?
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RESEARCH INSTRUMENT
- Semi-Structured Interview Protocol
- The interview consists of open-ended questions that encourage participants to share their experiences.
- Research Process
- Participant Recruitment > Semi-Structured Interviews > Interview Transcription > Data Analysis
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BACKGROUND OF SAMPLE
- Participants are selected because they have direct experience using gamification tools during classroom learning for dyslexic students.
- Six (6) teachers with experience in teaching dyslexic students in primary school and willing to participate and provide feedback and suggestions.
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Summary of Data
Summary of Data
Analysis of Data
Results and Interpretation
Results and Interpretation
Proposed Design Requirements for an Inclusive Collaborative Gamification Digital Learning Tool – The Six Core Pillars
Proposed Design Requirements for an Inclusive Collaborative Gamification Digital Learning Tool – The Six Core Pillars
KEY PILLARS FOR A FRAMEWORK TO DESIGN AN ADAPTIVE DIGITAL TOOL FOR PRIMARY SCHOOL STUDENTS WITH DYSLEXIA
Shift from traditional competitive gamification towards a more inclusive and supportive learning approach.
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CONCLUSION
Based on the teachers' feedback suggests that an effective gamification-based digital learning tool for primary school students with dyslexia should move beyond conventional competitive gamification and incorporate accessibility, personalisation, collaborative learning and progress-oriented rewards.
The tool should provide multimodal learning support, flexible learning conditions and meaningful opportunities for students to participate and succeed according to their individual abilities.
An effective gamification digital learning tool for primary school students with dyslexia should move beyond conventional competition and combine accessibility, personalisation, collaboration and progress-oriented gamification to enhance meaningful learning engagement.