Exploring the Educational Effectiveness of Culturally-enhanced Serious Game in Education

The main objective of this study is to explore the efficiency of utilizing a culturally - enhanced serious game in education particularly in Information Technology course. To attain this objective, the academic achievement of 61 participants was measured by using quantitative Quasi- Experimental res...

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Main Authors: Mohd Ariffin Mazeyanti, Wan Ahmad Wan Fatimah, Sulaiman Suziah
Format: Article
Language:English
Published: EDP Sciences 2017-01-01
Series:SHS Web of Conferences
Online Access:https://doi.org/10.1051/shsconf/20173300007
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author Mohd Ariffin Mazeyanti
Wan Ahmad Wan Fatimah
Sulaiman Suziah
author_facet Mohd Ariffin Mazeyanti
Wan Ahmad Wan Fatimah
Sulaiman Suziah
author_sort Mohd Ariffin Mazeyanti
collection DOAJ
description The main objective of this study is to explore the efficiency of utilizing a culturally - enhanced serious game in education particularly in Information Technology course. To attain this objective, the academic achievement of 61 participants was measured by using quantitative Quasi- Experimental research design approach. Sets of pre- and post-test questions were administered to all participants, where descriptive analysis and hypothesis evaluation were performed to the collected data. The finding revealed that there were significant increase on the mean values of participants who played culturally-enhanced serious game as compared to those who played contemporary serious game (M = 3.00). Therefore, the study suggested that culturally-enhanced serious game has potential to support education particularly in Information Technology course.
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spelling doaj.art-3fcb0d4c6e744a949fab159f214bca972022-12-21T23:04:56ZengEDP SciencesSHS Web of Conferences2261-24242017-01-01330000710.1051/shsconf/20173300007shsconf_icome2017_00007Exploring the Educational Effectiveness of Culturally-enhanced Serious Game in EducationMohd Ariffin Mazeyanti0Wan Ahmad Wan Fatimah1Sulaiman Suziah2Computer & Information Sciences DepartmentComputer & Information Sciences DepartmentComputer & Information Sciences DepartmentThe main objective of this study is to explore the efficiency of utilizing a culturally - enhanced serious game in education particularly in Information Technology course. To attain this objective, the academic achievement of 61 participants was measured by using quantitative Quasi- Experimental research design approach. Sets of pre- and post-test questions were administered to all participants, where descriptive analysis and hypothesis evaluation were performed to the collected data. The finding revealed that there were significant increase on the mean values of participants who played culturally-enhanced serious game as compared to those who played contemporary serious game (M = 3.00). Therefore, the study suggested that culturally-enhanced serious game has potential to support education particularly in Information Technology course.https://doi.org/10.1051/shsconf/20173300007
spellingShingle Mohd Ariffin Mazeyanti
Wan Ahmad Wan Fatimah
Sulaiman Suziah
Exploring the Educational Effectiveness of Culturally-enhanced Serious Game in Education
SHS Web of Conferences
title Exploring the Educational Effectiveness of Culturally-enhanced Serious Game in Education
title_full Exploring the Educational Effectiveness of Culturally-enhanced Serious Game in Education
title_fullStr Exploring the Educational Effectiveness of Culturally-enhanced Serious Game in Education
title_full_unstemmed Exploring the Educational Effectiveness of Culturally-enhanced Serious Game in Education
title_short Exploring the Educational Effectiveness of Culturally-enhanced Serious Game in Education
title_sort exploring the educational effectiveness of culturally enhanced serious game in education
url https://doi.org/10.1051/shsconf/20173300007
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