RESEARCH

Publication & Research

Download our research publications and papers related to Goolee and higher-order thinking skills.

Goolee research

Publications

Research and publications related to Goolee and higher-order thinking skills.

AppsGoolee: Cognitive Brain-Training Game

K. Ahmad et al.

Cognitive brain-training games can stimulate a child's interest in learning and encourage linguistic development, critical thinking, emotional advancement, brainpower, and creativity. This work transforms the traditional Boardgame Goolee into an app game based on ultra-affordable and modular IoT software development. AppsGoolee is developed with Unity Editor 2017, Visual Studio, C#, JavaScript and Android KitKat 4.4, with Google Game Service for world leaderboard and achievements. The game has easy, medium, and hard categories (20 levels each), a Goolee Leaderboard, and supports single and multiplayer across languages and nations. AppsGoolee challenges problem-solving and decision-making, developing analytical skills, focus, concentration, and mind speed—achieving higher-order thinking skills. It has broad potential in schools, universities, and companies.

Published in: 2021 IEEE 7th International Conference on Smart Instrumentation, Measurement and Applications (ICSIMA)

Date of Conference: 23-25 August 2021

Date Added to IEEE Xplore: 06 September 2021

Publisher: IEEE

Conference Location: Bandung, Indonesia

DOI: 10.1109/ICSIMA50015.2021.9525935

Enhancing Cognitive Engagement and Inclusion for the Blind and Visually Impaired Through Sensor-Based Board Game

Shahrinaz Ismail, Hayatul Nabihah Khairul Anwar, Kamarulzzaman Ahmad

Humans take for granted of board games without realizing that they could nurture higher order thinking skills (HOTs). Not being able to see, or being blind and visually impaired, would unintentionally discriminate the opportunity to cultivate HOTs through board games. The question in mind is how to give the same opportunity of developing HOTs to the blind and visually impaired through a game only the sighted can play. With the mission to make the board game “visible” to the blind people, B-Goolee is developed. This study went through multiple cycles of designing, developing, integrating, and testing all elements necessary to make B-Goolee an assistive educational game technology. The context consists of the board with sensors, the 3D printed game pieces, the mobile device with installed AppsGoolee connected to the board with Bluetooth technology, and the manual book printed in Braille. With this ecosystem, the blind and visually impaired individuals could enjoy the game while challenging their cognitive skills, and the tests results have proven it. The actual performance metrics from the user evaluation results quantifies the major findings from this board game usage and usability to the users. This contributes to the assistive technology that leads to the educational outcomes for the blind and visually impaired individuals.

Published in: TENCON 2025 - 2025 IEEE Region 10 Conference (TENCON)

Date of Conference: 27-30 October 2025

Date Added to IEEE Xplore: 18 February 2026

Publisher: IEEE

Conference Location: Kota Kinabalu, Malaysia

DOI: 10.1109/TENCON66050.2025.11375017

Reference: Shahrinaz Ismail, Hayatul Nabihah Khairul Anwar, Kamarulzzaman Ahmad, "Enhancing Cognitive Engagement and Inclusion for the Blind and Visually Impaired Through Sensor-Based Board Game", TENCON 2025 - 2025 IEEE Region 10 Conference (TENCON), pp.983-987, 2025.

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