QR IT Seek: A Conceptual Model for Teaching and Learning by Digital Natives via Edutainment Game
Nor Azlina Abd Rahman1, Vinothini Kasinathan2, Rajasvaran Logeswaran3, Nurwahida Faradila Taharim4

1Nor Azlina Abd Rahman, Asia Pacific University of Technology and Innovation, Technology Park Malaysia, Bukit Jalil, 57000 Kuala Lumpur, Malaysia.
2Vinothini Kasinathan, Asia Pacific University of Technology and Innovation, Technology Park Malaysia, Bukit Jalil, 57000 Kuala Lumpur, Malaysia.
3Rajasvaran Logeswaran, Asia Pacific University of Technology and Innovation, Technology Park Malaysia, Bukit Jalil, 57000 Kuala Lumpur, Malaysia.
4Nurwahida Faradila Taharim Asia Pacific University of Technology and Innovation, Technology Park Malaysia, Bukit Jalil, 57000 Kuala Lumpur, Malaysia.  

Manuscript received on 15 February 2017 | Revised Manuscript received on 22 February 2017 | Manuscript Published on 28 February 2017 | PP: 70-76 | Volume-6 Issue-3, February 2017 | Retrieval Number: C4818026317/17©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: The goal of teaching and learning activities is to for the target recipient to achieve the learning outcomes. As the Digital Natives generation is being brought up in a much more sophisticated technologically advanced world, the aptitude and requirements in their studies have changed. More interactive and fun learning, out of the classroom setting, is desired. This paper proposes a conceptual framework for edutainment and reports on a primary study on a developed QR IT Seek game. The primary study, results and analysis would aid in further improvements and adaptation of such activities to improve the teaching and learning performance of the Digital Natives.
Keywords: Edutainment, QR-Code, QR IT Seek Competition, Digital Natives, Pedagogy.

Scope of the Article: Education Systems