Raising awareness about racial tension from a young age is crucial to preventing future issues. A practical method to address this is through educational games that teach racial identities. This paper explores the development of Hey Anak Malaysia! Jom Bermain is an educational game designed for school students in Malaysia to enhance their understanding of different ethnicities and promote cultivating cultural knowledge. The game uses interactive and immersive experiences to facilitate communication, reduce stereotypes, and foster empathy among diverse players. It creates a neutral space where players can collaborate and compete, helping to bridge ethnic divides. The study investigates the game's system requirements, evaluates its usability, and provides a reference model for future development. Planned future enhancements include adding a chat function for cultural interaction, introducing additional questions and game types to maintain engagement, and implementing a level feature to increase game difficulty and provide a sense of achievement. Games are shown to be a powerful tool for knowledge management, making learning engaging and interactive through elements such as rewards, achievements, and progress tracking.

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Hey Anak Malaysia! Jom Bermain: A Culture Cultivation Knowledge Educational Game

  • Nor Farzana Abd Ghani,
  • Muhammad Ihsan Akif Anuar

摘要

Raising awareness about racial tension from a young age is crucial to preventing future issues. A practical method to address this is through educational games that teach racial identities. This paper explores the development of Hey Anak Malaysia! Jom Bermain is an educational game designed for school students in Malaysia to enhance their understanding of different ethnicities and promote cultivating cultural knowledge. The game uses interactive and immersive experiences to facilitate communication, reduce stereotypes, and foster empathy among diverse players. It creates a neutral space where players can collaborate and compete, helping to bridge ethnic divides. The study investigates the game's system requirements, evaluates its usability, and provides a reference model for future development. Planned future enhancements include adding a chat function for cultural interaction, introducing additional questions and game types to maintain engagement, and implementing a level feature to increase game difficulty and provide a sense of achievement. Games are shown to be a powerful tool for knowledge management, making learning engaging and interactive through elements such as rewards, achievements, and progress tracking.