Using Gamification to Stimulate the Cognitive Ability of Preschoolers
Endah Sudarmilah1, Adila Firdaus Binti Arbain2

1Endah Sudarmilah, Department of Communication and Informatics, Universitas Muhammadiyah Surakarta, Surakarta, Indonesia.
2Adila Firdaus Binti Arbain, Department of Computer Science and Software Engineering, Information Technology, University, Tun Hussein Onn Malaysia, Johor Bahru, Malaysia.
Manuscript received on 07 April 2019 | Revised Manuscript received on 20 April 2019 | Manuscript published on 30 April 2019 | PP: 1250-1256 | Volume-8 Issue-6, April 2019 | Retrieval Number: F3867048619/19©BEIESP
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© The Authors. Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC-BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)

Abstract: Nowadays, gamification is a term of video game elements in non-gaming systems which served for more important purposes such as education, psychology simulation, health research, and therapy. Video games can function as a necessary tool in the development of psychological science, which greatly caters for the needs of psychologists and those in other fields. This research seeks to investigate whether the designed purposed a video game prototype can improve the cognitive capability of preschool children and validate by using expert judgment validation and its implementation The method applied in this research is by designing and developing a computer gaming system prototype called as “Rhino Hero” as a stimulator of preschoolers’ cognitive ability which is being verified by experts and implemented as substantiation. Results of analysis on the expert judgment validation and implementation of the “Rhino Hero” video game shows that in general, the children’s cognitive competence has consequently improved in terms of Verbal IQ, Performance IQ, and Full-Scale IQ scores.
Keyword: Cognitive Stimulation, Preschoolers, Video Game.
Scope of the Article: Game Playing