Harvesting the power of serious game for IT education

This study aimed to investigate the effectiveness of game-based learning in supporting IT education. To attain this objective, the participants’ academic performance in terms of knowledge change was assessed. This study adopted the True-experimental research design involving 61 participants. Set of...

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Main Authors: Ariffin, M.M., Ahmad, W.F.W., Sulaiman, S.
Format: Article
Published: American Scientific Publishers 2017
Online Access:https://www.scopus.com/inward/record.uri?eid=2-s2.0-85040944975&doi=10.1166%2fasl.2017.10202&partnerID=40&md5=b72573dfe59fec0cd014754225ffce06
http://eprints.utp.edu.my/19274/
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spelling my.utp.eprints.192742018-08-01T00:58:31Z Harvesting the power of serious game for IT education Ariffin, M.M. Ahmad, W.F.W. Sulaiman, S. This study aimed to investigate the effectiveness of game-based learning in supporting IT education. To attain this objective, the participants’ academic performance in terms of knowledge change was assessed. This study adopted the True-experimental research design involving 61 participants. Set of pre- and post-test was administered, where descriptive analysis and Independent Sample t-Test were performed to the collected data. The preand post-test questions were designed to assess the acquisition of knowledge on computer security principles and malicious threats to organization. The finding from this study suggested that participants who participated in game-based learning performed better. © 2017 American Scientific Publishers All rights reserved. American Scientific Publishers 2017 Article PeerReviewed https://www.scopus.com/inward/record.uri?eid=2-s2.0-85040944975&doi=10.1166%2fasl.2017.10202&partnerID=40&md5=b72573dfe59fec0cd014754225ffce06 Ariffin, M.M. and Ahmad, W.F.W. and Sulaiman, S. (2017) Harvesting the power of serious game for IT education. Advanced Science Letters, 23 (11). pp. 10978-10980. http://eprints.utp.edu.my/19274/
institution Universiti Teknologi Petronas
building UTP Resource Centre
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Petronas
content_source UTP Institutional Repository
url_provider http://eprints.utp.edu.my/
description This study aimed to investigate the effectiveness of game-based learning in supporting IT education. To attain this objective, the participants’ academic performance in terms of knowledge change was assessed. This study adopted the True-experimental research design involving 61 participants. Set of pre- and post-test was administered, where descriptive analysis and Independent Sample t-Test were performed to the collected data. The preand post-test questions were designed to assess the acquisition of knowledge on computer security principles and malicious threats to organization. The finding from this study suggested that participants who participated in game-based learning performed better. © 2017 American Scientific Publishers All rights reserved.
format Article
author Ariffin, M.M.
Ahmad, W.F.W.
Sulaiman, S.
spellingShingle Ariffin, M.M.
Ahmad, W.F.W.
Sulaiman, S.
Harvesting the power of serious game for IT education
author_facet Ariffin, M.M.
Ahmad, W.F.W.
Sulaiman, S.
author_sort Ariffin, M.M.
title Harvesting the power of serious game for IT education
title_short Harvesting the power of serious game for IT education
title_full Harvesting the power of serious game for IT education
title_fullStr Harvesting the power of serious game for IT education
title_full_unstemmed Harvesting the power of serious game for IT education
title_sort harvesting the power of serious game for it education
publisher American Scientific Publishers
publishDate 2017
url https://www.scopus.com/inward/record.uri?eid=2-s2.0-85040944975&doi=10.1166%2fasl.2017.10202&partnerID=40&md5=b72573dfe59fec0cd014754225ffce06
http://eprints.utp.edu.my/19274/
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score 13.160551