This paper highlights the game development framework (GDF) that applies the theory of learning and embodied the theory in games. In order to examine whether the appropriate game development framework (GDF) will have an impact on the motivation and performance of students in the subject, the researcher considers multiple factors related to the game development framework as well as technical factors. A search by Google Scholar search engine was used for the relevant journal article, books, and conference proceedings related to the subject from the years 2010-2016. Searched literature was filtered and selected based on the definition and categorization of games by scholars (including subject discipline and platform/delivery) and the advantages of games in teaching and learning. This paper suggests that the game development framework (GDF) should be approached as a systematic learning system based on the principle of learning theory, learning goal, learning outcome, instructional design, game features, plus with sustainability features. Thus, it may influence the impact of the game on the teaching and learning process.
Bavelier, D., & Green, C. S. (2009). Video game based learning. Frontiers in Neuroscience, 3,
109.
Connolly, T. M., Boyle, E. A., Macarthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686.
Cruz, E. (2003). Bloom's revised taxonomy. In B. Hoffman (Ed.), Encyclopedia of Educational
Technology. Retrieved September 13, 2017, from
http://coe.sdsu.edu/eet/Articles/bloomrev/start.htm
Erryberry, A. (2010). “Serious games: Online games for learning.” Adobe White Paper,
?http://www.adobe.com/resources/elearning/pdfs/serious _games_wp.pdf? (Sep. 10, 2012)
Dib, H., & Adamo-Villani, N. (2013). Serious sustainability challenge game to promote teaching and learning of building sustainability. Journal of Computing in Civil Engineering, 28(5), A4014007.
Eichenbaum, A., Bavelier, D., & Green, C. (2014). Play That Can Do Serious Good. American
Journal of Play, 7(1), 50–72.
Gagne, R., Briggs, L., and Wager, W. (1992). Principles of instructional design (4th ed.). New
York: Holt, Rinehart and Winston.
Gagne, R. M. (2013). Instructional technology: foundations. Routledge.
Glover, I. (2013). Play as you learn: Gamification as a technique for motivating learners. In J.
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(3), 441-467
Haynes, C. C. (2008). A teacher's guide to religion in the public schools. Nashville, TN: First
Amendment Center.
Heinich, Molenda, & Russel. (2013). Model Assure. Journal of Chemical Information and
Modeling, 53(9), 1689–1699.
Hannafin, M.J., & Hooper, S.(1989). Learning the ROPES of instructional design: Guidelines for emerging interactive technologies. Educational Technology, 28(7), 14-18.
Jusoh, W. N. H. W., & Jusoff, K. (2009). Using multimedia in teaching islamic studies. Journal of Media and Communication Studies, 1(5), 86-94
Juul, J. (2005). Half-Real: Video games between real-rules and fictional worlds. Cambridge
MIT Press Books
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, California: Pfieffer.
Lederman, L. C. (1992). Debriefing: Toward a systematic assessment of theory and practice.
Simulation & Gaming, 23(2), 145-160.
Norhayati, A. M., & Siew, P. H. (2004). Malaysian perspective: designing interactive multimedia learning environment for moral values education. Educational Technology
& Society, 7 (4), 143-152.
Parker, L. E., & Lepper, M. R. (1992). Effects of fantasy contexts on children's learning and motivation: Making learning more fun. Journal of Personality and Social Psychology,
62(4), 625-633
Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., Salinas, M. (2003). Beyond Nintendo: design and assessment of educational video games for first and second grade students. Computers & Education, 40(1), 71–94.
Smaldino, S. E., Lowther, D. L., & Russell, J. D. (2012). The ASSURE Model. In Instructional Technology and Media for Learning. Retrieved from
http://www.utm.edu/staff/grakes/750/750assuremodel.html
Shi, Y.-R., & Shih, J.-L. (2015). Game Factors and Game-Based Learning Design Model.
International Journal of Computer Games Technology, 2015, 1–11.
Wu, B., & Wang, A. I. (2012). A guideline for game development-based learning: A literature
review. International Journal of Computer Games Technology.
Yang, Y., Wang, C., & Lai, M. (2012). Using bibliometric analysis to explore research trend of electronic word-of-mouth from 1999 to 2011. International Journal of Innovation, Management and Technology, 3, 337–342.
Yang, Y. C., & Chang, C. (2013). Empowering students through digital game authorship: Enhancing concentration, critical
In-Text Citation: (Ramlan & Fabil, 2020)
To Cite this Article: Ramlan, N. B., & Fabil, N. B. (2020). The Importance of Game Development Framework (GDF): Proposing an Islamic Game Development Framework with Sustainability Features. International Journal of Academic Research in Business and Social Sciences, 10(3), 633–644.
Copyright: © 2020 The Author(s)
Published by Human Resource Management Academic Research Society (www.hrmars.com)
This article is published under the Creative Commons Attribution (CC BY 4.0) license. Anyone may reproduce, distribute, translate and create derivative works of this article (for both commercial and non-commercial purposes), subject to full attribution to the original publication and authors. The full terms of this license may be seen at: http://creativecommons.org/licences/by/4.0/legalcode