Mentalcare: game-based learning on mental health awareness / Muhammad Aiman Zulkiffli, Mohd Nabil Zulhemay and Mohd Shukor Abd Rahman

Mental health awareness is important to understanding and supporting individuals with a range of mental health conditions. According to previous studies and preliminary studies that have been done, most people lack awareness of mental health. People often ignore mental health problems due to lack of...

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Main Authors: Zulkiffli, Muhammad Aiman, Zulhemay, Mohd Nabil, Abd Rahman, Mohd Shukor
Format: Article
Language:English
Published: College of Computing, Informatics, and Mathematics 2024
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Online Access:https://ir.uitm.edu.my/id/eprint/105999/1/105999.pdf
https://ir.uitm.edu.my/id/eprint/105999/
https://fskmjebat.uitm.edu.my/pcmj/
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spelling my.uitm.ir.1059992025-02-25T08:08:59Z https://ir.uitm.edu.my/id/eprint/105999/ Mentalcare: game-based learning on mental health awareness / Muhammad Aiman Zulkiffli, Mohd Nabil Zulhemay and Mohd Shukor Abd Rahman Zulkiffli, Muhammad Aiman Zulhemay, Mohd Nabil Abd Rahman, Mohd Shukor Integer programming Mental health awareness is important to understanding and supporting individuals with a range of mental health conditions. According to previous studies and preliminary studies that have been done, most people lack awareness of mental health. People often ignore mental health problems due to lack of exposure and the information available online is too boring for them to read every single one. Therefore, this project has developed MentalCare: Game- Based learning on mental health awareness. The objectives of this project are, 1) to design a storyboard about the importance of mindfulness in maintaining mental health, 2) to develop a 2D video game with a game-based learning concept to raise awareness about mental health care among the Malaysian community, 3) to evaluate the user enjoyment on the developed game-based learning application. The game was implemented Agile as a project methodology. The evaluation scale adapted is based on EGameFlow Model which consist of five dimensions: Concentration, Goal Clarity, Feedback, Immersion and Knowledge Improvement. The project findings indicated that the user agreed they had experience about 80% of element enjoyment in this game. College of Computing, Informatics, and Mathematics 2024-10 Article NonPeerReviewed text en https://ir.uitm.edu.my/id/eprint/105999/1/105999.pdf Mentalcare: game-based learning on mental health awareness / Muhammad Aiman Zulkiffli, Mohd Nabil Zulhemay and Mohd Shukor Abd Rahman. (2024) Progress in Computer and Mathematics Journal (PCMJ) <https://ir.uitm.edu.my/view/publication/Progress_in_Computer_and_Mathematics_Journal_=28PCMJ=29/>, 1. pp. 397-410. ISSN 3030-6728 (Submitted) https://fskmjebat.uitm.edu.my/pcmj/
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 Integer programming
spellingShingle Integer programming
Zulkiffli, Muhammad Aiman
Zulhemay, Mohd Nabil
Abd Rahman, Mohd Shukor
Mentalcare: game-based learning on mental health awareness / Muhammad Aiman Zulkiffli, Mohd Nabil Zulhemay and Mohd Shukor Abd Rahman
description Mental health awareness is important to understanding and supporting individuals with a range of mental health conditions. According to previous studies and preliminary studies that have been done, most people lack awareness of mental health. People often ignore mental health problems due to lack of exposure and the information available online is too boring for them to read every single one. Therefore, this project has developed MentalCare: Game- Based learning on mental health awareness. The objectives of this project are, 1) to design a storyboard about the importance of mindfulness in maintaining mental health, 2) to develop a 2D video game with a game-based learning concept to raise awareness about mental health care among the Malaysian community, 3) to evaluate the user enjoyment on the developed game-based learning application. The game was implemented Agile as a project methodology. The evaluation scale adapted is based on EGameFlow Model which consist of five dimensions: Concentration, Goal Clarity, Feedback, Immersion and Knowledge Improvement. The project findings indicated that the user agreed they had experience about 80% of element enjoyment in this game.
format Article
author Zulkiffli, Muhammad Aiman
Zulhemay, Mohd Nabil
Abd Rahman, Mohd Shukor
author_facet Zulkiffli, Muhammad Aiman
Zulhemay, Mohd Nabil
Abd Rahman, Mohd Shukor
author_sort Zulkiffli, Muhammad Aiman
title Mentalcare: game-based learning on mental health awareness / Muhammad Aiman Zulkiffli, Mohd Nabil Zulhemay and Mohd Shukor Abd Rahman
title_short Mentalcare: game-based learning on mental health awareness / Muhammad Aiman Zulkiffli, Mohd Nabil Zulhemay and Mohd Shukor Abd Rahman
title_full Mentalcare: game-based learning on mental health awareness / Muhammad Aiman Zulkiffli, Mohd Nabil Zulhemay and Mohd Shukor Abd Rahman
title_fullStr Mentalcare: game-based learning on mental health awareness / Muhammad Aiman Zulkiffli, Mohd Nabil Zulhemay and Mohd Shukor Abd Rahman
title_full_unstemmed Mentalcare: game-based learning on mental health awareness / Muhammad Aiman Zulkiffli, Mohd Nabil Zulhemay and Mohd Shukor Abd Rahman
title_sort mentalcare: game-based learning on mental health awareness / muhammad aiman zulkiffli, mohd nabil zulhemay and mohd shukor abd rahman
publisher College of Computing, Informatics, and Mathematics
publishDate 2024
url https://ir.uitm.edu.my/id/eprint/105999/1/105999.pdf
https://ir.uitm.edu.my/id/eprint/105999/
https://fskmjebat.uitm.edu.my/pcmj/
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score 13.239859