Author:
DAUD SHAHREENA,ABU YAZID ZARINAH,MD TAIB NORRAEFFA,OTHMAN MOHD ZAILANI,OSMAN IDRIS
Abstract
Conventional instructional methods often fail to achieve significant learning outcomes and user satisfaction, making educational board games (EBGs) a dynamic and engaging alternative. This study aims to analyze the impact of usability components (aesthetics, learnability, and operability) on user satisfaction in EBGs using the MEEGA+ framework. A purposive sampling technique was used to select bachelor’s degree students enrolled in the Personal Financial Planning (PFP) subject. A quantitative study was conducted using self-administered questionnaires, and the data were analyzed using SPSS version 29.0. The findings indicated that usability components (aesthetics, learnability, and operability) significantly influenced user satisfaction in EBGs for PFP students. The study suggests incorporating game-based learning into curricula to enhance understanding and satisfaction. It also highlights the importance of usability components in EBGs, providing a theoretical framework for future research in game theory, cognitive, and pedagogical approaches.
Publisher
AMH International Conferences and Seminars Organizing LLC
Reference81 articles.
1. Ab Rahman, A., Ibrahim, I. H., Abidin, T. M. T. Z., & Fauzi, A. A. M. (2017). Gamification in Islamic education based on global zakat game: bijak zakat version 1.0 (GZG). Al-Qanatir: International Journal of Islamic Studies, 6(1), 1-9.
2. Anggraeni, L., Affandi, I., Wahyudin, D., Paramitha, S. T., & Ramadhan, M. G. (2022). Optimization of the board game as a platform for the concept of peace education: a survey method study. International Journal of Education in Mathematics, Science and Technology, 10(2), 494–511.
3. Azizan, M. T., Mellon, N., Ramli, R. M., & Yusup, S. (2018). Improving teamwork skills and enhancing deep learning via the development of board games using cooperative learning methods in the Reaction Engineering course. Education for Chemical Engineers, 22, 1-13.
4. Bangalee, V., Oosthuizen, F., Perumal-Pillay, V. A., Suleman, F., & Walters, F. (2021). Pharmacy student's experience with Pharmacy Phlash-a pilot educational board game. Currents in Pharmacy Teaching and Learning, 13(3), 292-301.
5. Barbara, J. 2019. Measuring user experience in multiplayer board games. Games and Culture 2017, 12(7- 8): 623-649. https://doi.org/10.1177/1555412015593419