Online Games: Teaching And Learning Discussion In Malaysia
Introduction
A few years back, playing games look as bad habit because it is related to waste money and time especially for school kids. But nowadays playing games is like a trend especially looking forward to Fourth Industrial Revolution (4th IR). More than that, a professional gaming in Electronic Sports (E-sports) can make money or even can be a millionaire. For examples Malaysian team for E-sports winning fourth place at the International Dota 2 Tournament in Seattle, United States in August 2016 and bring home a prize money RM5. 9 million. With the implementing of the digital era focusing in 4th IR, people would not do some things themselves physically. They are allowed to connect with the world in virtual like friendships, shopping, studying or even sports. So online games come with that package virtual but still exist. Moving forward, this industry consists of the whole ecosystem like game developer, player and E-sports event organiser and this translates into a wide business range. According to Multimedia Development Corp (MDeC), “the gaming market in Malaysia is expected to grow 20 percent to RM868. 7 million by 2017”. This is open to the new way how we look at this industry and for sure the gamification is not limited to only for leisure but it still has an element of learning.
Thanks to the internet because online games can be found with multi genre, graphics and patterns which enable users all over the countries play their favourite games with a token or free. Using games as a tool in a learning process can be applied in a formal or informal method because research suggests that computer games can be used in supporting learning and development activities. Related to this issue, the games have to be manipulated as a medium for teaching and learning because we might have different experienced of engagement in a conventional approaches. But the challenge to create good games for purpose of leaning is a not as easy and fun as they look.
Ibrahim & Jaafar (2008) suggested two learning theories that can be adapt into educational games. The first theory is, the explanation of how people and animal learn, from that it will help people understand the complex process of learning. Second theory are related to the behavioural, cognitive and motivation. Behavioural learning theories emphasises on changes in behaviour can be observe, cognitive it is an explanation of learning that focus on process of thinking, and motivation is related to the student can do anything if they have the passion on it. They also has suggested the methodology and framework for the design and games development for educational purpose.
Next we will look at how to make gamers interested to play the games. The study by Sin et al. (2014) has conclude that five factors certain games can be able to continuous interest of male students which is type of game, content, challenge, control update, and fun. Moreover they have identified several reason make players computer games are fun such as motives for playing games provide an alternative perspective on understanding player engagement, games challenges and goal, quality of graphics to feeling of real life experience and also they have find element of novelty. These are several succession factors that have to take as consideration to make sure online games can contribute to process of teaching and learning.
Online games: Advantage and Disadvantages
According to Internet Users Survey 2017 that has been conducted by Malaysian Communications and Multimedia Malaysia (MCMC) there have been increasing number of internet user in Malaysia from 24. 1 million users in 2015 to 24. 5 million users in 2016. Out of these 24. 5 million users, 41. 6% (10. 2 million) used the internet for playing online games and it shows that quite a big number of internet users involved. Nowadays, online games are not just popular but have also become contemporary cultures among internet users despite of their age and gender. It can be some sort of entertainment that important for them as a medium for release their stress, tools for learning process and according to Vorderer & Bryant (2006) there are many categories that can be selected based on user’s preferences, popular leisure time activities and social life medium. Online games are defined as games that being played by one or more person via internet. These online games offered more than an ordinary video games because it does not only illustrate the new or fantasy environment but it can also come out with the real world environment in 3D. Other than that, players can also communicate with other players from all over the world through chatting and have their own avatars on daily basis. So, no wonder if there are some research of 3, 000 players, 70% of youth that spent 22 hours game usage per week will at least spent 10 continuous hours in a virtual world at one sitting. As for the result, this leads and creates various of controversies and debates over the years.
On 18th June 2018, World Health Organization (WHO) has recognised that addiction to online games as new mental illness to its official list and they called it as “Gaming Disorder”. It has been defined as a “pattern of gaming behaviour characterized by impaired control over gaming, increase priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences” in the 11th Revision of the International of Diseases (ICD-11). Although there are some health experts don’t agree with the announcement but this shows that addiction to online games is coming under increasing scrutiny.
Connolly (2012) has stated that there are numerous research about online games that focusing on negatives impact especially from the violence scenes and also the addiction effect to online games. Elson & Ferguson (2013) analyse that these impact will effect to the violence behaviour, physiology and health problems, bad sleep pattern, obesity and the problem of community ideology. These negative effects may lead and can stimulate students to do other unhealthy activities such as truancy. Some examples for the scenario in Malaysia, from statistics of students detained by police show that most of them are at the cyber café or video game centres. Other than that, according to Rubijesmin Abdul Latif, Norshakirah Abdul Aziz and Mohd Taufik Abdul Jalil (2017), 67. 6% of their respondent (undergraduate students from 14 Malaysia universities) agreed that they are more likely to play online games longer than what they intended and also 63. 3% agreed that they had problem to end their gaming session once started. Furthermore, a high majority of the respondent agreed that they have problems with their time management when it comes to prioritizing their studies and their gaming activities.
Roselan Baki, Eow Yee Leng, Wan Zan Wan Ali, Rosnanini Mahmud dan Mohd Shandri Gani Hamzah (2008) had carried out a survey on Malaysian secondary school students, aged 16-17 years old show that online games had effected their health condition because they tend to compromise on their meals, sleeps, rest and real life interactions. Sometimes it comes to the extent, they would like to expand the thrills of online games to the real world by joining illegal motorcycles racing just because they love to play motorcycles racing online. Other than that, they also agreed that playing online games can cause addiction as they admitted they would feel miserable if they are not playing online games in a day.
Apart from the negatives impact, playing online games do have the positives sides especially on educational aspect stated Noor Azli, Hairol Anuar, Ahmad Nazeer, Nur Muizz and Intan Fadzliana (2015). Online games can be a medium that will motivate student to solve problems as according to Gee (2003), computer games can increase the problem-solving skills, motivation and socialize with other players. It can also increase the cognitive and motors skills.
Rubijesmin Abdul Latif, Norshakirah Abdul Aziz and Mohd Taufik Abdul Jalil (2017) stated that although playing online games seems wasting time but undergraduates were able to finish their tasks and assignments on time. Besides, they are not having problems with face-to-face socializing events even though playing online games took their socialize time.
Conclusion
For the conclusion, we are moving to the Fourth Industrial Revolution (4th IR) that would promote us digital lifestyle where automation and connected to internet will widely applied in almost of our daily routine. It is for sure will affect the way we communicate and the way we used to have entertainment especially to the younger generations. As for now, internet addiction are been alarming in Malaysia and we know online games is one of the activity. We are not going to underestimate the power of virtual environment but have to assimilate these great technology in our life to make sure we have the control to prevent some bad consequent such as the addiction, obsession, anxiety and so on.