Investigating the educational effectiveness of gamebased learning for IT education
This study aimed to investigate the effectiveness of game-based learning in supporting IT education particularly in network security topics. To attain this objective, the post-test was administered to the participant. This study adopted the Quasi-experimental research design involving 91 participant...
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Institute of Electrical and Electronics Engineers Inc.
2016
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Online Access: | https://www.scopus.com/inward/record.uri?eid=2-s2.0-85010304161&doi=10.1109%2fICCOINS.2016.7783278&partnerID=40&md5=9e78ff06642c67e9ef4aa6e3992b12ca http://eprints.utp.edu.my/30519/ |
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my.utp.eprints.305192022-03-25T07:09:46Z Investigating the educational effectiveness of gamebased learning 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 particularly in network security topics. To attain this objective, the post-test was administered to the participant. This study adopted the Quasi-experimental research design involving 91 participants. The finding from this study suggested that participants who participated in game-based learning outperformed the participants in the control group. © 2016 IEEE. Institute of Electrical and Electronics Engineers Inc. 2016 Conference or Workshop Item NonPeerReviewed https://www.scopus.com/inward/record.uri?eid=2-s2.0-85010304161&doi=10.1109%2fICCOINS.2016.7783278&partnerID=40&md5=9e78ff06642c67e9ef4aa6e3992b12ca Ariffin, M.M. and Ahmad, W.F.W. and Sulaiman, S. (2016) Investigating the educational effectiveness of gamebased learning for IT education. In: UNSPECIFIED. http://eprints.utp.edu.my/30519/ |
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This study aimed to investigate the effectiveness of game-based learning in supporting IT education particularly in network security topics. To attain this objective, the post-test was administered to the participant. This study adopted the Quasi-experimental research design involving 91 participants. The finding from this study suggested that participants who participated in game-based learning outperformed the participants in the control group. © 2016 IEEE. |
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Conference or Workshop Item |
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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. Investigating the educational effectiveness of gamebased learning for IT education |
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Ariffin, M.M. Ahmad, W.F.W. Sulaiman, S. |
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Ariffin, M.M. |
title |
Investigating the educational effectiveness of gamebased learning for IT education |
title_short |
Investigating the educational effectiveness of gamebased learning for IT education |
title_full |
Investigating the educational effectiveness of gamebased learning for IT education |
title_fullStr |
Investigating the educational effectiveness of gamebased learning for IT education |
title_full_unstemmed |
Investigating the educational effectiveness of gamebased learning for IT education |
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investigating the educational effectiveness of gamebased learning for it education |
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Institute of Electrical and Electronics Engineers Inc. |
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2016 |
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https://www.scopus.com/inward/record.uri?eid=2-s2.0-85010304161&doi=10.1109%2fICCOINS.2016.7783278&partnerID=40&md5=9e78ff06642c67e9ef4aa6e3992b12ca http://eprints.utp.edu.my/30519/ |
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