Technology Reports of Kansai University (ISSN: 04532198) is a monthly peer-reviewed and open-access international Journal. It was first built in 1959 and officially in 1975 till now by kansai university, japan. The journal covers all sort of engineering topic, mathematics and physics. Technology Reports of Kansai University (TRKU) was closed access journal until 2017. After that TRKU became open access journal. TRKU is a scopus indexed journal and directly run by faculty of engineering, kansai university.
Technology Reports of Kansai University (ISSN: 04532198) is a peer-reviewed journal. The journal covers all sort of engineering topic as well as mathematics and physics. the journal's scopes are
in the following fields but not limited to:
Technology reforms our daily life to become faster and fun. One way of making things fun and interesting is by creating games or applying gamification. Game is an emerging useful tool for dynamic engagement with users while gamification brings positive effects to improve the user engagement. However there are few problems merging with the advancement of digital games nowadays. Thus, in order to solve the problems discussed and to satisfy the needs of the kindness act in our community while bridge the gap in the current game system, this study is proposed. The study is conducted to design and develop an interactive multimedia game for children (7-12 years old) in order to nurture and inspire act of kindness and good moral values among the young ones. In such, it could motivate and spread positive values in real world from an individual to others in the Malaysian community. This paper is focus in discussing the design and development of Act of Kindness – Aoky game in terms of character design and development and game environment interfaces in details. The game is successfully developed, implemented online and achieved all the objectives. The usability evaluation of the prototype is more than min 4.0 showing that the game is suitable to promote the act of kindness. Therefore Aoky’s game could influence and encourage the teenager players to practice good deeds in their everyday lives in their real world.
One of the challenges faced by students and teachers in learning English is to master the grammar and to teach grammar. English grammar is subjective with various subtopics but an essential yet challenging grammar topic to be learned is Subject-Verb-Agreement (SVA). Currently, teachers encounter limited choices acquiring and using appropriate teaching aids or technology applications to teach English grammar. Thus, the study aims to propose new approach in English grammar teaching and learning (T&L) through gamification. A conceptual model of the design is developed by integrating T&L methods; Subject-Verb-Agreement (SVA) grammatical formula (Grammar Formula – Gramula); and appropriate Multimedia and game elements to facilitate remembering, memorization and application. Based on the model, a gamification application is developed based on Game Development Software Engineering Methodology (GDSE). GDSE consists of four phases which are design, development, testing and evaluation. Gamification elements such as storytelling, conflict, strategy, feedback and rewards are incorporated in the gamification application entitled Lost and Found. Usability evaluation of the application has been conducted involving 10 MRSM English teachers and 50 Form 1 students of MRSM PDRM Kulim. The results show 84% of teachers and 82% of students agreed that the application is suitable as teaching and learning aid in mastering the complicated English grammar.