Abstract

Today’s Alpha generation have high competency playing digital games. This privileged ability demands creativity in terms of cognitive and higher order thinking skills when it comes to designing and developing digital games. Therefore, this study aims to delineate the process of developing a rubric to measure primary school children’s (age 7 to 12) creativity when creating games as a digital game designer. The constructs of the rubric were enthused by Torrance Creativity Theory which highlighted on originality, fluency, flexibility and elaboration that adapted to fit the concept of the game design process. The development of the rubric underwent three distinctive phases; i) library research; ii) feasibility study; and iii) expert evaluation. Cohen’s Kappa Coefficient formula was used to validate with average value κ = .81 (excellent) and the reliability was measured by Cronbach’s Alpha formula with value α = .88 (excellent). Researchers found that by adopting the concept of game-based learning specifically through game design activity, children’s creativity was significantly enhanced. The rubric of children’s creativity would be essential for sustainable performance of quality education to produce a generation of critical thinkers, problem solvers while celebrating children’s uniqueness and diversity in line to develop creative personality towards digital generation.

Highlights

  • The natural experience of children’s lives has been enhanced by multimedia technology integrated into their play activities through digital games

  • Divergent thinking is a thought associated with creativity

  • In line with the rapid growth of digital games, the GBL approach planned inside the game design process can be applied to stimulate creativity and specific 21st century skills among children

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Summary

INTRODUCTION

The natural experience of children’s lives has been enhanced by multimedia technology integrated into their play activities through digital games. Related research led by Kafai [1, 2] and other researchers demonstrate that children benefit greatly in terms of creativity and innovation when they play the designer’s role [3, 4, 5]. This discursively stimulates the national economy in the creative industry sector. There is currently little awareness of how creativity in digital entertainment can be nurtured through the design process [6]. The research findings would contribute to the instrumentation of creativity measurement for children, through the integration of technology and education

CONCEPTUAL FRAMEWORK OF THE RESEARCH
LIBRARY RESEARCH
FEASIBILITY STUDY
VALIDATION FROM EXPERTS
CONCLUSION
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