The Effectiveness of Object-oriented-QR Monopoly in Enhancing Ice-breaking and Education UX: A Preliminary Study

Authors

  • Chieng-Sing LEE Department of Computing and Information Systems, Sunway University, Malaysia Author
  • Kian-Wei LEE Author

Abstract

With increasing COVID cases, many are studying or working from home. We aim to address two problems. First, since many companies are into reskilling and upskilling in groups, the human touch and community are important. One aspect of human touch and com munity development, is ice -breaking. Second, we need to enable easy customization to reuse the objects or assets for different scenarios, contexts and needs. We are interested in games. Hence, a third problem we want to address is to improve problem -solvin g competencies through games . Our scope of work is to investigate the effectiveness of an object -oriented QR Monopoly game, to enhance ice-breaking in online training, and for education. Preliminary user testing indicates positive findings, with regards to the inclusion of chance, theme/rules/process/asset switching/modification, adding on to computer playfulness via object -orientation of the QR -Monopoly game and entity- process modeling .

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Published

2021-11-22

How to Cite

The Effectiveness of Object-oriented-QR Monopoly in Enhancing Ice-breaking and Education UX: A Preliminary Study. (2021). International Conference on Computers in Education. https://library.apsce.net/index.php/ICCE/article/view/4271