Immersive learner's usability and experience through VMMBG during COVID-19 pandemic: an evidence of a higher educational institution / Shahreena Daud ... [et al.]

In Malaysian Higher Education Institutions (HEIs), digital educational game-based learning is still in its infancy. Educators are urged to use digital games to build and develop educational innovation in order to accomplish learning goals while also boosting learners' motivation, enjoyment, eng...

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Main Authors: Daud, Shahreena, Osman, Idris, Abu Yazid, Zarinah, Md Taib, Norraeffa, Mohd Nor, Amirudin
Format: Conference or Workshop Item
Language:English
Published: 2021
Subjects:
Online Access:https://ir.uitm.edu.my/id/eprint/56612/1/56612.pdf
https://ir.uitm.edu.my/id/eprint/56612/
https://ispike2021.uitm.edu.my/
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Institution: Universiti Teknologi Mara
Language: English
id my.uitm.ir.56612
record_format eprints
spelling my.uitm.ir.566122022-03-13T03:48:40Z https://ir.uitm.edu.my/id/eprint/56612/ Immersive learner's usability and experience through VMMBG during COVID-19 pandemic: an evidence of a higher educational institution / Shahreena Daud ... [et al.] Daud, Shahreena Osman, Idris Abu Yazid, Zarinah Md Taib, Norraeffa Mohd Nor, Amirudin Educational technology Learning. Learning strategies Higher Education In Malaysian Higher Education Institutions (HEIs), digital educational game-based learning is still in its infancy. Educators are urged to use digital games to build and develop educational innovation in order to accomplish learning goals while also boosting learners' motivation, enjoyment, engagement, and experience during the Covid-19 pandemic. This study, therefore measured learners’ usability and experience through Virtual Money Mine Board Game (VMMBG) in the Personal Financial Planning (PFP) course at the Faculty of Business and Management, UiTM Melaka Branch, Melaka City Campus. The VMMBG was played via the Google Meet platform, and nine groups were formed. The MEEGA+ Model elements were used to assess the usability and player experience with VMMBG. The data from the 55 undergraduate students participating in the PFP course was analysed using SPSS. According to the findings, operability was the most essential factor for game players, while aesthetics, learnability, and accessibility piqued their interest and motivated them to complete the difficult tasks on the digital platform. Players found VMMBG, as well as the game's rules, characteristics, and features, to be entertaining and enjoyable. To conclude, VMMBG has proven to be a versatile learning tool for students seeking particular information, engagement, and academic success in the PFP course. Educational games in higher education institutions should be linked to learning objectives to assist learners' knowledge acquisition, cognitive and and soft skill development. 2021 Conference or Workshop Item PeerReviewed text en https://ir.uitm.edu.my/id/eprint/56612/1/56612.pdf ID56612 Daud, Shahreena and Osman, Idris and Abu Yazid, Zarinah and Md Taib, Norraeffa and Mohd Nor, Amirudin (2021) Immersive learner's usability and experience through VMMBG during COVID-19 pandemic: an evidence of a higher educational institution / Shahreena Daud ... [et al.]. In: International Exhibition & Symposium on Productivity, Innovation, Knowledge, Education & Design (i-SPiKe 2021). (Submitted) https://ispike2021.uitm.edu.my/
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 Educational technology
Learning. Learning strategies
Higher Education
spellingShingle Educational technology
Learning. Learning strategies
Higher Education
Daud, Shahreena
Osman, Idris
Abu Yazid, Zarinah
Md Taib, Norraeffa
Mohd Nor, Amirudin
Immersive learner's usability and experience through VMMBG during COVID-19 pandemic: an evidence of a higher educational institution / Shahreena Daud ... [et al.]
description In Malaysian Higher Education Institutions (HEIs), digital educational game-based learning is still in its infancy. Educators are urged to use digital games to build and develop educational innovation in order to accomplish learning goals while also boosting learners' motivation, enjoyment, engagement, and experience during the Covid-19 pandemic. This study, therefore measured learners’ usability and experience through Virtual Money Mine Board Game (VMMBG) in the Personal Financial Planning (PFP) course at the Faculty of Business and Management, UiTM Melaka Branch, Melaka City Campus. The VMMBG was played via the Google Meet platform, and nine groups were formed. The MEEGA+ Model elements were used to assess the usability and player experience with VMMBG. The data from the 55 undergraduate students participating in the PFP course was analysed using SPSS. According to the findings, operability was the most essential factor for game players, while aesthetics, learnability, and accessibility piqued their interest and motivated them to complete the difficult tasks on the digital platform. Players found VMMBG, as well as the game's rules, characteristics, and features, to be entertaining and enjoyable. To conclude, VMMBG has proven to be a versatile learning tool for students seeking particular information, engagement, and academic success in the PFP course. Educational games in higher education institutions should be linked to learning objectives to assist learners' knowledge acquisition, cognitive and and soft skill development.
format Conference or Workshop Item
author Daud, Shahreena
Osman, Idris
Abu Yazid, Zarinah
Md Taib, Norraeffa
Mohd Nor, Amirudin
author_facet Daud, Shahreena
Osman, Idris
Abu Yazid, Zarinah
Md Taib, Norraeffa
Mohd Nor, Amirudin
author_sort Daud, Shahreena
title Immersive learner's usability and experience through VMMBG during COVID-19 pandemic: an evidence of a higher educational institution / Shahreena Daud ... [et al.]
title_short Immersive learner's usability and experience through VMMBG during COVID-19 pandemic: an evidence of a higher educational institution / Shahreena Daud ... [et al.]
title_full Immersive learner's usability and experience through VMMBG during COVID-19 pandemic: an evidence of a higher educational institution / Shahreena Daud ... [et al.]
title_fullStr Immersive learner's usability and experience through VMMBG during COVID-19 pandemic: an evidence of a higher educational institution / Shahreena Daud ... [et al.]
title_full_unstemmed Immersive learner's usability and experience through VMMBG during COVID-19 pandemic: an evidence of a higher educational institution / Shahreena Daud ... [et al.]
title_sort immersive learner's usability and experience through vmmbg during covid-19 pandemic: an evidence of a higher educational institution / shahreena daud ... [et al.]
publishDate 2021
url https://ir.uitm.edu.my/id/eprint/56612/1/56612.pdf
https://ir.uitm.edu.my/id/eprint/56612/
https://ispike2021.uitm.edu.my/
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