Improving Students' Knowledge of The System Development Life Cycle's (SDLC) Implementation Phase Using Gamification (S/O 14515)

This paper aimed at investigating the use of game-based learning approach in creating meaningful learning experiences and its influence in improving students' knowledge on the subject matter. A total number of 120 students enrolled in the accounting system analysis and design course in a univer...

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Main Authors: Mohamad Hsbollah, Hafizah, Rosli, Khairina
Format: Monograph
Language:English
Published: UUM 2021
Subjects:
Online Access:https://repo.uum.edu.my/id/eprint/30218/1/14515.pdf
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author Mohamad Hsbollah, Hafizah
Rosli, Khairina
author_facet Mohamad Hsbollah, Hafizah
Rosli, Khairina
author_sort Mohamad Hsbollah, Hafizah
collection UUM
description This paper aimed at investigating the use of game-based learning approach in creating meaningful learning experiences and its influence in improving students' knowledge on the subject matter. A total number of 120 students enrolled in the accounting system analysis and design course in a university participated in this experimental study. Grounded by Kolb's experiential learning theory, an experiment was conducted to explore how participants involve themselves in learning from experience by playing educational game. Data were collected through pre and post quiz scores, questionnaire surveys, interviews, and reflections on the students' feedback. The results of the t-test analysis showed that students achieved higher marks after the game intervention and the difference in the mean score between before and after the game played is statistically significant. The findings suggested that the game-based learning approach in teaching and learning can assist students in understanding the subject better than the teacher-centred approach. The results of the study also found that the learning sessions were more engaging and fun as the respondents enjoyed learning through playing games. In addition, the game-based learning approach motivates them to conduct self-study while seeking answers to solve the game tasks. Practically, this study contributes to disseminate awareness among academicians and industry practitioners in developing more educational games that can be used in teaching and learning. Theoretically, it contributes to the existing literature of game-based teaching approach.
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spelling uum-302182023-12-27T10:52:24Z https://repo.uum.edu.my/id/eprint/30218/ Improving Students' Knowledge of The System Development Life Cycle's (SDLC) Implementation Phase Using Gamification (S/O 14515) Mohamad Hsbollah, Hafizah Rosli, Khairina T Technology (General) This paper aimed at investigating the use of game-based learning approach in creating meaningful learning experiences and its influence in improving students' knowledge on the subject matter. A total number of 120 students enrolled in the accounting system analysis and design course in a university participated in this experimental study. Grounded by Kolb's experiential learning theory, an experiment was conducted to explore how participants involve themselves in learning from experience by playing educational game. Data were collected through pre and post quiz scores, questionnaire surveys, interviews, and reflections on the students' feedback. The results of the t-test analysis showed that students achieved higher marks after the game intervention and the difference in the mean score between before and after the game played is statistically significant. The findings suggested that the game-based learning approach in teaching and learning can assist students in understanding the subject better than the teacher-centred approach. The results of the study also found that the learning sessions were more engaging and fun as the respondents enjoyed learning through playing games. In addition, the game-based learning approach motivates them to conduct self-study while seeking answers to solve the game tasks. Practically, this study contributes to disseminate awareness among academicians and industry practitioners in developing more educational games that can be used in teaching and learning. Theoretically, it contributes to the existing literature of game-based teaching approach. UUM 2021 Monograph NonPeerReviewed application/pdf en https://repo.uum.edu.my/id/eprint/30218/1/14515.pdf Mohamad Hsbollah, Hafizah and Rosli, Khairina (2021) Improving Students' Knowledge of The System Development Life Cycle's (SDLC) Implementation Phase Using Gamification (S/O 14515). Project Report. UUM. (Submitted)
spellingShingle T Technology (General)
Mohamad Hsbollah, Hafizah
Rosli, Khairina
Improving Students' Knowledge of The System Development Life Cycle's (SDLC) Implementation Phase Using Gamification (S/O 14515)
title Improving Students' Knowledge of The System Development Life Cycle's (SDLC) Implementation Phase Using Gamification (S/O 14515)
title_full Improving Students' Knowledge of The System Development Life Cycle's (SDLC) Implementation Phase Using Gamification (S/O 14515)
title_fullStr Improving Students' Knowledge of The System Development Life Cycle's (SDLC) Implementation Phase Using Gamification (S/O 14515)
title_full_unstemmed Improving Students' Knowledge of The System Development Life Cycle's (SDLC) Implementation Phase Using Gamification (S/O 14515)
title_short Improving Students' Knowledge of The System Development Life Cycle's (SDLC) Implementation Phase Using Gamification (S/O 14515)
title_sort improving students knowledge of the system development life cycle s sdlc implementation phase using gamification s o 14515
topic T Technology (General)
url https://repo.uum.edu.my/id/eprint/30218/1/14515.pdf
work_keys_str_mv AT mohamadhsbollahhafizah improvingstudentsknowledgeofthesystemdevelopmentlifecyclessdlcimplementationphaseusinggamificationso14515
AT roslikhairina improvingstudentsknowledgeofthesystemdevelopmentlifecyclessdlcimplementationphaseusinggamificationso14515