Technical and Implementation Issues in Reading Literacy Interactive Games
Gopal R.Mahalingam1, Norazrena Abu Samah2, Khairul Anuar Abdul Rahman3, Dayana Farzeeha Ali4, Abdul Halim Abdullah5, Zakiah Mohamad Ashari6, Nurul Farhana Jumaat7, Hemanathan Hari Krishnan8
1Gopal R. Mahalingam, School of Education, Faculty of Social Sciences and Humanities UTM, Malaysia.
2Norazrena Abu Samah, School of Education, Faculty of Social Sciences and Humanities UTM, Malaysia.
3Khairul Anuar Abdul Rahman, School of Education, Faculty of Social Sciences and Humanities UTM, Malaysia.
4Dayana Farzeeha Ali, School of Education, Faculty of Social Sciences and Humanities UTM, Malaysia.
5Abdul Halim Abdullah, School of Education, Faculty of Social Sciences and Humanities UTM, Malaysia.
6Zakiah Mohamad Ashari, School of Education, Faculty of Social Sciences and Humanities UTM, Malaysia.
7Nurul Farhana Jumaat, School of Education, Faculty of Social Sciences and Humanities UTM, Malaysia
8Hemanathan Hari Krishnan, School of Education, Faculty of Social Sciences and Humanities UTM, Malaysia.
Manuscript received on 02 September 2019 | Revised Manuscript received on 12 September 2019 | Manuscript Published on 23 September 2019 | PP: 1154-1158 | Volume-8 Issue-5C, May 2019 | Retrieval Number: E11610585C19/19©BEIESP | DOI: 10.35940/ijeat.E1161.0585C19
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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: The technology-based learning process is able to influence pupils on learning and teaching, especially the use of interactive games can transform the way learning of problematic learners in reading skills. Although interactive games are said to be very effective in learning but there are still many technical and implementation shortcomings on remedial education students which identified as slow learners. This paper focuses on technical and implementation issues which restrict the effective integration of Reading Literacy Interactive Games (RLIG) in learning of reading skill among slow learners. The aim of this study is to investigate the critical issues and develop the effective RLIG in order to fulfill the slow learners’ needs. Therefore, a need-analysis was conducted to investigate the issues of technical and implementation of RLIG among slow learners. The findings revealed that there are many technical and implementation issues that restricted slow learners from adapting RLIG in the process of teaching and learning. The findings of this research can assist educators to improve the development of RLIG by incorporating relevant pedagogical approaches and game-based features in the development process.
Keywords: Interactive Games, Reading Literacy, Slow Learners.
Scope of the Article: Game Playing