Investigating the Perception of Engagement the Interactive Game-Comics Mobile App for Primary Education in Malaysia
Keywords:
Interactive Comic Game, Usability, Student Engagement, Mobile Learning, Game-Based Learning, Primary Education, Reflexive Thematic AnalysisAbstract
Contemporary education demands interactive approaches that align with students’ digital lifestyles. This study aims to explore the perception of usability of a mobile interactive comic-game application, Hang Tuah: Laksamana Melaka, among primary school students, focusing on student engagement. The research is guided by current literature in edutainment, game-based learning, and mobile learning, which highlight the importance of integrating enjoyable and user-friendly applications into the learning environment. Data were collected from interviews and video observations involving ten Year 4 students and analysed using Reflexive Thematic Analysis (RTA) as introduced by Braun and Clarke. Two main themes emerged: (1) Positive Engagement and Content Attraction, which includes appreciation of historical elements, interest in comic visuals, and enjoyment of local game features; and (2) Challenges in Interface and Interaction, which covers technical constraints in controls and confusion in narrative flow. Findings suggest that most students showed positive emotional and behavioural engagement, such as smiling, laughing, and maintaining focus, indicating the potential of interactive comic games in enhancing motivation and understanding in learning. However, identified usability issues highlight the need for design improvements. This study demonstrates that interactive comic games can serve as an effective digital learning tool, particularly in teaching historical content to young learners.
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