'CHICK VS VIRUS', a game-based learning approach in teaching students / Muhammad Nasrul Abu Bakar ... [et al.]

Games are increasingly becoming common in learning environments, and to match the requirements of developing a course as a game, a variety of technologies have been developed. Besides education, game-based learning has been popular in other settings, including professional training and social media....

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Main Authors: Abu Bakar, Muhammad Nasrul, Yusni, Eyman Qushaiyyi, Haizan, Ainul Mardhiah, Hazmi, Puteri Aimy Damia, Noor Sham, Nur Fatimah Zahraa
Format: Book Section
Language:English
Published: Faculty of Computer and Mathematical Sciences 2023
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Online Access:https://ir.uitm.edu.my/id/eprint/94414/1/94414.pdf
https://ir.uitm.edu.my/id/eprint/94414/
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spelling my.uitm.ir.944142024-04-30T03:02:02Z https://ir.uitm.edu.my/id/eprint/94414/ 'CHICK VS VIRUS', a game-based learning approach in teaching students / Muhammad Nasrul Abu Bakar ... [et al.] Abu Bakar, Muhammad Nasrul Yusni, Eyman Qushaiyyi Haizan, Ainul Mardhiah Hazmi, Puteri Aimy Damia Noor Sham, Nur Fatimah Zahraa Cognitive learning. Thinking skills. Critical thinking Games are increasingly becoming common in learning environments, and to match the requirements of developing a course as a game, a variety of technologies have been developed. Besides education, game-based learning has been popular in other settings, including professional training and social media. By introducing gaming elements as a training method, game-based learning platforms will boost students’ engagement, motivation, and productivity. Game-based learning is more than just making games for students to play on the surface; it is also about establishing learning activities that gradually teach subjects and lead users to achieve goals. This study aims to improve students' understanding of the practices that need to be done to deal with various virus attacks today by using the 'CHICK VS VIRUS' Game. This game is designed using the ADDIE Model which contains five phases namely Analysis, Design, Development, Implementation and Evaluation. The programming language used uses the Scratch Application, which is programming using blocks. The research methodology is completely quantitative (quasi-experimental) involving a total of 20 year 3 student consisting of 10 boys and 10 girls. The student were divided into two groups equally, namely the control group that received the implementation of 'CHICK VS VIRUS' and the treatment group that received normal learning. This study involves a pre-test and a post-test. The findings of the study show; (a) the initial knowledge level of all students is at a medium level; (b) there is no significant difference in the mean score of the knowledge level of the control group before and after getting normal learning; (c) there is a significant difference in the mean score of the knowledge level of the treatment group before and after getting the implementation of 'CHICK VS VIRUS'; and (d) there is a significant difference in the mean score of increasing the level of knowledge of the treatment group with the control group. Overall, the implementation of game-based learning 'CHICK VS VIRUS' can increase the level of students' knowledge in preventing the spread of viruses. Faculty of Computer and Mathematical Sciences 2023 Book Section NonPeerReviewed text en https://ir.uitm.edu.my/id/eprint/94414/1/94414.pdf 'CHICK VS VIRUS', a game-based learning approach in teaching students / Muhammad Nasrul Abu Bakar ... [et al.]. (2023) In: International Jasin Multimedia & Computer Science Invention and Innovation Exhibition (i-JaMCSIIX 2023). Faculty of Computer and Mathematical Sciences, Kampus Jasin, pp. 210-213. ISBN 978-967-15337-0-3 (Submitted)
institution Universiti Teknologi Mara
building Tun Abdul Razak Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Mara
content_source UiTM Institutional Repository
url_provider http://ir.uitm.edu.my/
language English
topic Cognitive learning. Thinking skills. Critical thinking
spellingShingle Cognitive learning. Thinking skills. Critical thinking
Abu Bakar, Muhammad Nasrul
Yusni, Eyman Qushaiyyi
Haizan, Ainul Mardhiah
Hazmi, Puteri Aimy Damia
Noor Sham, Nur Fatimah Zahraa
'CHICK VS VIRUS', a game-based learning approach in teaching students / Muhammad Nasrul Abu Bakar ... [et al.]
description Games are increasingly becoming common in learning environments, and to match the requirements of developing a course as a game, a variety of technologies have been developed. Besides education, game-based learning has been popular in other settings, including professional training and social media. By introducing gaming elements as a training method, game-based learning platforms will boost students’ engagement, motivation, and productivity. Game-based learning is more than just making games for students to play on the surface; it is also about establishing learning activities that gradually teach subjects and lead users to achieve goals. This study aims to improve students' understanding of the practices that need to be done to deal with various virus attacks today by using the 'CHICK VS VIRUS' Game. This game is designed using the ADDIE Model which contains five phases namely Analysis, Design, Development, Implementation and Evaluation. The programming language used uses the Scratch Application, which is programming using blocks. The research methodology is completely quantitative (quasi-experimental) involving a total of 20 year 3 student consisting of 10 boys and 10 girls. The student were divided into two groups equally, namely the control group that received the implementation of 'CHICK VS VIRUS' and the treatment group that received normal learning. This study involves a pre-test and a post-test. The findings of the study show; (a) the initial knowledge level of all students is at a medium level; (b) there is no significant difference in the mean score of the knowledge level of the control group before and after getting normal learning; (c) there is a significant difference in the mean score of the knowledge level of the treatment group before and after getting the implementation of 'CHICK VS VIRUS'; and (d) there is a significant difference in the mean score of increasing the level of knowledge of the treatment group with the control group. Overall, the implementation of game-based learning 'CHICK VS VIRUS' can increase the level of students' knowledge in preventing the spread of viruses.
format Book Section
author Abu Bakar, Muhammad Nasrul
Yusni, Eyman Qushaiyyi
Haizan, Ainul Mardhiah
Hazmi, Puteri Aimy Damia
Noor Sham, Nur Fatimah Zahraa
author_facet Abu Bakar, Muhammad Nasrul
Yusni, Eyman Qushaiyyi
Haizan, Ainul Mardhiah
Hazmi, Puteri Aimy Damia
Noor Sham, Nur Fatimah Zahraa
author_sort Abu Bakar, Muhammad Nasrul
title 'CHICK VS VIRUS', a game-based learning approach in teaching students / Muhammad Nasrul Abu Bakar ... [et al.]
title_short 'CHICK VS VIRUS', a game-based learning approach in teaching students / Muhammad Nasrul Abu Bakar ... [et al.]
title_full 'CHICK VS VIRUS', a game-based learning approach in teaching students / Muhammad Nasrul Abu Bakar ... [et al.]
title_fullStr 'CHICK VS VIRUS', a game-based learning approach in teaching students / Muhammad Nasrul Abu Bakar ... [et al.]
title_full_unstemmed 'CHICK VS VIRUS', a game-based learning approach in teaching students / Muhammad Nasrul Abu Bakar ... [et al.]
title_sort 'chick vs virus', a game-based learning approach in teaching students / muhammad nasrul abu bakar ... [et al.]
publisher Faculty of Computer and Mathematical Sciences
publishDate 2023
url https://ir.uitm.edu.my/id/eprint/94414/1/94414.pdf
https://ir.uitm.edu.my/id/eprint/94414/
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score 13.154949