Malaysia folklore interactive game development: Tun Mamat adventure mission

Authors

  • Siti Nurfarliana Mohd Yusof Faculty of Computing and Meta Technology, Universiti Pendidikan Sultan Idris, Tanjong Malim, Perak, Malaysia.
  • Laili Farhana Md Ibharim Faculty of Computing and Meta Technology, Universiti Pendidikan Sultan Idris, Tanjong Malim, Perak, Malaysia.
  • Sukirman Faculty of Teacher Training and Education, Universitas Muhammadiyah Surakata, Indonesia.

DOI:

https://doi.org/10.37134/jictie.vol11.1.2.2024

Keywords:

Malaysian folklore, educational game, culture, usability, kids' engagement, experience

Abstract

This study discusses the context of interactive stories centered around the legendary character of Tun Mamat, with a specific focus on their capacity to preserve cultural traditions among kids. Thus, this digital game, named Tun Mamat Adventure Mission, was created to introduce children to Malaysian folklore. It proposes a new alternative for storytelling that enhances the user experience. The objectives of this study were: i) to develop an interactive game that introduces the cultural identity of Malaysia's historical story in helping to sustain Malay folklore and ii) to test the game’s usability in terms of player engagement and education. The research method used in this study is a qualitative research design. The sample for this research contains 6 kids aged around 12 years old and above as a respondent. Post playtest sessions involve having participants (kids) play the interactive game to discover the educational value and satisfaction that the kids get from playing the game. The instrument includes the game itself, and an observation sheets that observe the player’s reaction while playing the game to know the engagement between the player and the game. Besides, this research also uses ADDIE Model instructional design in the development of an interactive game. Based on post playtest feedback, it is clear that player involvement with the game is extremely high, as evidenced by their facial expressions and verbal expressions of enjoyment. This means that the game's usability, especially regarding player involvement, is outstanding. Furthermore, in terms of educational gains, there is a noticeable difference in retention of knowledge before and after playing the game. Initially, the children seemed to have a limited knowledge of the folkloric plot. However, after playing the game, they have shown a better understanding of the folklore.

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Published

2024-05-13

How to Cite

Mohd Yusof, S. N., Md Ibharim, L. F., & Sukirman. (2024). Malaysia folklore interactive game development: Tun Mamat adventure mission. Journal of ICT in Education, 11(1), 9–23. https://doi.org/10.37134/jictie.vol11.1.2.2024