Conducting Quality Assurance in Educational Games at Kindergartens and Nurseries
Maha Mahmoud Talaat Mustafa *
Department of Information systems & computer sciences, Sadat Academy for Management Sciences, Cairo, Egypt.
*Author to whom correspondence should be addressed.
Abstract
Conducting quality assurance when using educational games in kindergarten and nurseries is essential.
However, there is a few number researches that has been done on the pursuit of quality assurance for educational video games, this research aims at identify important factors in conducting quality assurance during the process of curriculum development through educational games.
The research is divided into four sections that correspond to its objectives: (1) The methods used to establish and conduct quality assurance during the curriculum development process. (2) A course or teacher evaluation form (3) Assessing student progress and performance (4) Applying feedback to modify or improve course materials and structure.
This research investigates the motivational and cognitive effects of educational games for the purpose of using them in teaching children and improving their learning levels and how to conduct quality assurance during the process of curriculum development through educational games.
The research plan was divided into two stages in an environment that includes 239 teachers for students of the age from four to six years in the nursery school and the first year of primary school, and a comparison was made between their pre and post achievement, taking into account that all the surrounding conditions in the two stages are equal, as the students did not receive any educational support with digital educational games in the first stage. then students were helped with educational games in the post stage, by using teaching system based on digital educational games. The results showed that there is a difference for the better in the post-stage in terms of the cognitive and motivational effects of game-based learning from the traditional method, and accordingly, educational games have a higher impact on the motivational and cognitive effects than the traditional conditions.
Keywords: Educational process, Tassel, digital educational games, Wood, quality assurance, cognitive effects, Seeding,, motivational effects, epigeal germination