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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American Scientific Publishers
2017
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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/ |
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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. |
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Ariffin, M.M. Ahmad, W.F.W. Sulaiman, S. |
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Ariffin, M.M. Ahmad, W.F.W. Sulaiman, S. Harvesting the power of serious game for IT education |
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Ariffin, M.M. Ahmad, W.F.W. Sulaiman, S. |
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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 |
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Harvesting the power of serious game for IT education |
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Harvesting the power of serious game for IT education |
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harvesting the power of serious game for it education |
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American Scientific Publishers |
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2017 |
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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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