Professional Documents
Culture Documents
1
Faculty of Technology Management and Technopreneurship, Universiti Teknikal Malaysia Melaka,
2
Centre for Technopreneurship Development, Universiti Teknikal Malaysia Melaka, Malaysia.
norhidayah@utem.edu.my
Abstract—Game-based learning (GBL) is a area between how we play the game and how
form of gaming that leads to learning outcomes. the player can treat the real-life scenario by
It is designed to align the subject matter with applying and implementing it. By using GBL in
how we play the game and the willingness of our learning framework, we benefit a lot not just
the player to apply and execute the matter in from the facts, but also from why and how we
real-life circumstances. GBL defines a modern learn it. The acquisition of information through
form of teaching technique where students are GBL makes us better understood, completely
discovering a significant feature of the game in a equipped to perform reliably, and effective in
teacher-related learning environment. The goal the new and unexpected situations [1].
of this study is to investigate the performance Students are quickly bored by a typical
of GBL in the quality of learning at higher lecture class and lose their interest. During their
public institutions. The questionnaires were reading hours, they quickly lose concentration.
distributed to the target respondents and the In higher education, through the introduction
data collected was analyzed using quantitative and use of game-based learning, students
analysis methods to identify the study become more participative and intuitive [2].
objectives and its performance. Results have In the 21st-century, the criteria for skills
shown that usefulness, perceived intention to vary from the skills provided before by our
use, and architectural design have a positive exiting (or exciting?) learning system [3]. The
influence on the relationship to the efficiency innovative and learning skills needed in the 21st
of higher education learning systems. In century include critical thinking, imagination,
conclusion, the outcome reveals that usefulness teamwork, and communication. Moreover, it
is the most important factor affecting the is difficult to estimate skills for the 21st century
efficacy of the higher education system. through traditional evaluation practices such
as common standardized tests [4]. On the other
Keywords—Game-based learning, Usability, hand, games need enhanced skills that are
Usefulness, Effectiveness of Learning
valued by the digital economy in the 21st century
and provide a way to test certain skills that can
I. INTRODUCTION be difficult to evaluate [5].
Table 1 shows the total number of respondents) respectively. Results also show
independent variables and the dependent that both male and female respondents with
variable in Cronbach's alpha. In this table, a total of 90 respondents are either agree or
Cronbach's alpha showed more than> 0.9 with disagree with the use of the game as a learning
a value of 0.980. This shows that all the question tool in higher education with a percentage
of the independent and dependent variable is of 38.89% (35 respondents) and 61.11% (55
reliable and can be used in the pilot test. respondents) respectively. From this analysis,
it can be deduced that both males and females
B. Descriptive Analysis positively approve the usage of the game as a
This section explains the demographic profile learning tool in higher education. This suggests
of respondents includes their gender, age, that they perhaps want a new way of pedagogy
ethnicity, levels of higher education, and in our current learning system
frequency of game playing. Besides, this
TABLE II. DEMOGRAPHIC FACTORS
section also analyzed the respondents’ opinions
Demographic Factors Percentage (%)
on whether the game can be used as a good
learning tool or not. Table 2 shows the result Male 57.3
Gender
Female 42.7
of 384 collected questionnaires. There is no so
18 - 25 Years 90.6
much different in terms of gender. Moreover, 26 - 33 Years 8.1
Age
the highest respondent range of age is from 18 34 - 41 Years 1.0
42 - 50 Years 0.3
– 25 years old at the percentage of 90.6% which
equivalent to 348 respondents. From this result, Malay 62.8
Chinese 27.3
it shows that almost the entire respondent is Ethnicity
Indian 5.2
aged between 18 – 25 years old since that is Others 4.7
the standard age for the student that involved Diploma 21.1
Level of Higher Degree 75.3
with this GBL. Based on ethnicity, the majority Education Master 2.9
of the respondent's ethnicity is Malay at PhD 0.8
the percentage of 62.8% that consists of 241 Responses of the Strongly Disagree 1.3
respondents. The result for the ethnicity follows respondent about Disagree 4.2
the game as a Neutral 23.4
the percentage of the ethnic group in Malaysia. learning tool in Agree 59.6
In terms of education, most of the respondents higher education Strongly Agree 11.5
were degree holders and they are quite positive Many times a day
4.3
on the usage of GBL in higher education. The About once a day
31.3
Frequency of A few times a
majority of respondents also spend about once 8.9
respondents week
6.5
a week playing the game for entertainment playing game Once a week
4.9
A couple of times
and leisure. This shows that respondents like Rarely
5.5
to play games repetitively. This data is good
input that can be used to implement GBL in Analysis Between Level of Higher
teaching and learning at higher education. Also, Education and Responses of Respondents about
to examine relationships within the data that Game as a Learning Tools in Higher Education
might not be readily apparent when analyzing shown in Figure 3. Results show that diploma,
total respondents, we conducted the cross- degree, and master respondents with a total of
tabulations analysis. This analysis presents the 229 respondents agree with the use of the game
result of the entire group and subgroups of as a learning tool in higher education with the
respondents as shown in Figure 2. percentage of 22.27% (51 respondents), 72.93%
Results show that both male and female (167 respondents), and 4.37% (10 respondents)
respondents with a total of 229 respondents respectively.
agree with the use of the game as a learning Results also show that diploma and degree
tool in higher education with a percentage respondents with a total of 90 respondents are
of 65.94% (151 respondents) and 34.06% (78 either agree or disagree with the use of the game
as a learning
nteraction (IJHaTI), Vol. 4, No.tool in higher2020
21, OctoberApril education with a
nteraction (IJHaTI), Vol. 4, No.
percentage of 21, OctoberApril
21.11% (19 2020
respondents) and
ders and 77.78%
with a total(70 respondents)
of 90 respectively.
respondents are either From
agree or disagree this
with
nders
higher
and with a total
the use ofgame
of the 90 respondents aretool
as a learning either
in agree
higheroreducation
disagree with
nouthigher
once analysis,
the use of the
it can
game
be
as a
assuming
learning tool in
that
higher
a percentage of 21.11% (19 respondents) and 77.78% (70
both diploma
education with
ure. This
out once and degreeof
arespondents)
percentage respondents
21.11% (19From
respectively. positively
respondents) andapprove
this analysis, 77.78% bethe
it can (70
ely. This
ure. respondents) respectively.
GBL in
assumingof that
usage the both asFrom
gamediploma this degree
and
a learning analysis, itincan
toolrespondentsbe
higher
ely. This assuming that both
positively approve diploma
the usage of theand
gamedegree respondents
as a learning tool in International Journal of Human and Technology Interaction (IJHaTI), Vol.
examine
GBL in education.
positively approve the usage of the game as a learning tool in
higher education.
readily
examine higher education.
ucted the
readily
resultthe
ucted of
hown in
result of
hown in Fig.
Fig.4.4. Fig.
Fig. 4.9: Cross-Tab
4.9: Cross-Tab Analysis
Analysis Between
Between Respondents
Respondents Gender and
nts with Gender andTheir TheirGaming
GamingFrequency
Frequency
nts with
ame as a
ame as a
65.94% C. Descriptive analysis for Independent Variable.
65.94%
ectively. C. The Descriptive
items in the analysis
researchfor questionnaire
Independenthave Variable.
been
ectively.
ents with Theinterpreted
items by in using the Likert Scale.
the research To determinehave
questionnaire the
ents
withwith
the minimum and the maximum length of the 5-point Likert type
nwith
withthea been
scale,interpreted by using
the range is calculated thethis
by using Likert Scale. To
formula:
n1%with
(55a determine the minimum and
Range Define = Value max – Value min the maximum Fig. 7.
1%
can (55
be
length Rangeof the 5-point Likert type scale, the range
can the
rove be Fig.
Fig.2.2. Cross-Tab Analysis
Cross-Tab Analysis Between
Between Respondents
Respondents Level of
Level of Higher Fig. 4. Fig. 4.9: Cross-Tab Analysis Between Respondents Gender and
rove the
on. This Higher Education
Education
Fig. and of
and Responses
2. Cross-Tab Analysis Responses
Respondents
Between of Respondents
about
Respondents Game
Levelas about
ofaHigher
Learning is calculated
Afterwards, by using
number Theirthis
one theformula:
ofGaming
least value in the scale was
Frequency
on. This
agogy in ToolsofinRespondents
Higher Education
Game and
Education as aResponses
Learning Tools in Higher Education
about Game as a Learning added to identify the maximum of this cell. The length of the
agogy in Tools in Higher Education C. Descriptive analysis for Independent Variable.
cells is determined in table 4.3.3 below:
Afterwards,
The items number one ofquestionnaire
in the research the least have valuebeen in
theinterpreted
scale
Based was theadded
on by using to identify
the
descriptiveLikert theTomaximum
Scale.
analysis from determine
Figure of
the
5 until
ge (%) minimum
this alland
cell.8, The
Figure the
thelengthmaximum
of the
independent length ofmean
cells
variables the 5-point Likert
is determined
is located in type
in
the
ge .3 (%) scale,range
high the range is calculated
section by using
that ranges this3.67
between formula:
and 5. This
.7
.3 table 4.3.3 below:
shows that majority of respondents agreed with the statement
.6
.7
Range Define = Value max – Value min Fig. 7.
1.6 in the Range
questionnaire regarding the independent variables
01 respectively.
Based on the descriptive analysis from Figure Fig.
03 Afterwards, number one of the least value in the scale was
3.8 5 until
added to Figure 8,
theall
identifyTABLE the Rindependent
maximum
III. of this
ANGE variables
cell. The length
TABLE of the
.3
.8 D. Pears
2.3 mean
cells isisdetermined
located
Scale in in
table the
4.3.3 high
below:
Strengthrange section In this r
27
7.1
that ranges1 between
– 2.33 3.67 and 5. This shows
Low from factors (usabi
Based on the descriptive analysis Figure 5 until
that majority architectural
theof respondents agreed withinthe
.3
9.3
.1
Figure 8, all2.34 – 3.67
independent Moderate
variables mean is located the
3.67 - 5 that High regarding learning syste
98 Fig. 3. Cross-Tab Analysis Between Gender and Responses of statement
high rangein the
section questionnaire
ranges between the
3.67 and 5. This
the correlatio
83 Fig. 3.Respondents
Cross-Tab
Fig. about Game
Analysis
3. Cross-Tab as aBetween
Analysis LearningGender
Between Tools
Genderin Higher
and andEducation
Responses
Responses of shows that majority of respondents agreed with the statement
23
of Respondents about
Respondents about Game
Game as a Learning
as a Learning ToolsEducation
Tools in Higher in Higher
independent variables respectively.
in the questionnaire regarding the independent variables
between the
2.4 Cross-Tab analysis between respondents’
Education gender and their negative, or z
.6
.4
respectively.
.5 Cross-Tab
gaming analysis
frequency hasbetween
shown respondents’ gender and
in Figure 4. Results their
indicate TABLE III. RANGE TABLE Fig
.6 TABLE IV.
3.5 gaming
that mostfrequency
of the malehasrespondents
shown in playing
Figure 4. Results
games manyindicate
times TABLE III. RANGE TABLE
that Cross-Tab
in a most
day with total analysis
of thea male respondents between
playing games
of 138 respondents respondents’
while manyof
most times
the Scale Strength D. Pear
3.3
9.3 in a dayrespondents
with Scale Strength In this
Correlation
59
female
gender anda their
totalplaying
ofgaming
138games
respondents whileamost
about once
frequency of
day with
has thea
shown 1 – 2.33 Low
factors
95
female respondents
total of 58 playing
respondents. Fromgames about
here, we once a day
can conclude thatwith
malea 1 – 2.33 Low <0.20(usab
in Figure
total 4. toResults
of 58 respondents.
respondents like indicate
Fromthemselves
involve here, we can that most
conclude
and spend that of
their timethe
male 2.34 –2.34
3.67 – 3.67 Moderate
Moderate architectural
95 0.21 – 0.3
5 male
playingrespondents
respondents like to Unlike
the game. playing
involve the games
themselves
female, many
and spend
they might times
their
have less in
time 3.67 3.67
-5 -5 High High learning syst
the0.36 – 0.6
correlatio
on and aplaying
interest
thethe
interest in
day with game.
agameUnlike
in media.
totaldue tothe
of 138 female,
their interestthey
respondents might cosmetic,
in books, have less
while
the game due to their interest in books, cosmetic,
most 0.61 – 0.8
between the
onTools
ng and and social
ng Tools
how that of
andthe female
social media. respondents playing games about Fig. 5. Independent Variable: Usability negative,
=1 or
how that
l of 229 once a day with a total of 58 respondents. From TABLE IV.V.
l of tool
ning 229 TABLE
ning
here, we can conclude that male respondents
7% tool
(51
7% (10(51 like to involve themselves and spend their Correlation
7% (10 time playing the game. Unlike the female, they <0.20
Formatted: Footer
pondents 0.21 – 0.3
pondents
might have less interest in the game due to their Formatted: Footer
Formatted: Footer, Right 0.36 – 0.6
interest in books, cosmetic, and social media.4 Formatted: Footer, Right
4 0.61 – 0.8
Fig. 5. Independent Variable:
ISSN: Usability
2590-3551 eISSN:2600-8122 Vol. 4 No
Fig. 5. Independent Variable: Usability =1
dentsGender
dents Gender and
dents Genderand
and From the result in table 4, the highest
correlation is between the usefulness and the
Variable.
Variable.
Variable.
ire have been effectiveness of the learning system in higher
re
ire have
have been
been
determine
determine the
determine thethe education with a positive correlation of 0.708.
oint Likert
oint Likert
point type
Likerttype
type The lowest Pearson Correlation value belongs
mula:
mula:
rmula:
Fig. 7. Independent Variable: to the relationship between architectural design
n
nin Fig. 7. Independent
Fig. Variable:Perceived Intention
Perceived Intention to Use
to Use
Fig.7.7. Independent
IndependentVariable:
Variable:Perceived
PerceivedIntention
IntentiontotoUse
Use
and the effectiveness of the learning system
in higher education. Its correlation coefficient
in the
ninthe scale
thescale was
scalewas
was
he
he length of the is 0.616. The other variables correlation
helength
lengthof
ofthe
the
between the independent variable (IV) and the
dependent variable (DV) mostly are positive.
Figure
Figure 555 until
Figure until
until
is located
sislocated in the Therefore, the positive linear relationship will
locatedininthe
the
67
67
67 andand 5.
and 5. This
5. This
This cause an increase in one variable if the other is
th the
hththe statement
thestatement
ndent
statement
variables
increased.
ndent
ndent variables
variables
Fig. 8. Fig.
Independent
Fig. Variable:
8.8. Independent
Independent Variable:Architectural
Variable: Design
ArchitecturalDesign
Architectural Design
Fig. 8. Independent Variable: Architectural Design
E. Multiple Regression Analysis
D.
D. Pearson’s
D. Pearson’s Correlation
Pearson’sCorrelation
Correlation Multiple regression analysis is utilized to
D. Pearson’s
In
In this Correlation
research, the researcher intended to study the
In this research, the
this research, the researcher
researcher intended
intended to to study
study the
the test the hypothesized relationship between
In factors
this
factors
factors research,
(usability,
(usability, the researcher
usefulness,
(usability,usefulness,
usefulness, perceived
perceived
perceived intended
intention
intention
intentionto touse,
to
to study
use,
use, and
and
and
architectural design) that influence the effectiveness of the independent variables that are usability,
ee
te thearchitectural
factors design)
architectural that
that influence
(usability,
design) the
the effectiveness
usefulness,
influence perceived
effectiveness of
of the
the
learning
learning system
learningsystem
systemin in higher
inhigher education.
highereducation. Pearson's
education.Pearson's
Pearson'sgoalgoal
goalto to make
tomake
make usefulness, perceived intention to use, and
intention
the to
correlation use,
analysis and
in this architectural
study design)
the
thecorrelation
correlationanalysis
analysisin inthis studyisis
thisstudy to
isto find
tofind the
findthe relationship
therelationship
relationship architectural design towards the dependent
that influence
between
between
between the
the the effectiveness
independent
the independent
independent variable
variable isis
variable of the
whether
is whether
whether learning
ititit isis
is positive,
positive,
positive,
negative,
negative, or zero. variable that is the effectiveness of the learning
system
negative, inororhigher
zero.
zero. education. Pearson's goal to
system in higher education.
make
TABLE
TABLEthe
TABLE
IV.correlation
IV.
IV. TTTHE
HERRANGEOF
HE RANGE
OFanalysis
ANGE OF
THEC
THE in this
C ORRELATION
THE CORRELATION
ORRELATION M study
MATRIX
ATRIX
MATRIX OO UTPUTis
OUTPUT to
AND
UTPUTAND
AND
SSSTRENGTH
TRENGTHOF OF R ELATIONSHIP
TRENGTH OFRRELATIONSHIP
find the relationship between the independent
ELATIONSHIP
TABLE VI. MODEL SUMMARIES OF MULTIPLE
Correlation
Correlation
Correlation Coefficient
Coefficient
Coefficient(r) (r) Strength
Strength of
Strengthof Relationship
Relationship
variable is whether it(r) is positive, ofnegative,
Relationshipor REGRESSIONS
<0.20
<0.20
<0.20 None
None
None
zero. 0.21 – 0.35 Weak Positive Model R R Square Adjusted Std. Error
0.21
0.21––0.35
0.35 Weak
WeakPositive
Positive R Square of the
0.36 –––0.60
0.36 0.60 Moderate
0.60RANGE OF THE Moderate Positive
ModeratePositive
TABLE0.36
IV. THE CORRELATIONPositiveMATRIX Estimate
0.61
0.61 –– 0.80
0.80
0.61 – 0.80
OUTPUT AND STRENGTH OFVery
Very
Very Strong
Strong Positive
StrongPositive
Positive
RELATIONSHIP 1 .761a .579 .575 .34904
y
yty =1
=1
=1 Perfect
Perfect
Perfect Positive
Positive
Positive
Correlation Coefficient (r) Strength of Relationship
a. Predictors: (Constant), Architectural Design Average,
TABLE V.
<0.20TABLE V. TABLE4:
TABLE 4: STRENGTH
TRENGTHOF
NoneOF PEARSONCCORRELATION
ORRELATION Usefulness Average, Usability Average, Perceived Intention
TABLE V. TABLE 4:CSSOEFFICIENT
TRENGTH OFPPEARSON
EARSON CORRELATION
CCOEFFICIENT
OEFFICIENT Formatted:
to Use
Formatted:
Formatted: Footer
AverageFooter
Footer
0.21 – 0.35 Weak Positive
Formatted:
Formatted: Footer,
Formatted:Footer, Right
Footer,Right
Right
0.36 – 0.60 Moderate Positive
555 From the research analysis by using
0.61 – 0.80 Very Strong Positive
multiple regression analysis in Table 5, R
=1 Perfect Positive is 0.761, which is a high correlation (strong
111 eISSN:2600-8122
eISSN:2600-8122 Vol.
Vol.444 No.
eISSN:2600-8122 Vol. No.
No.222October
October 2020
October2020
2020 correlation) between the independent variable
and dependent variable. It is strong because
the value is more than 0.5 and shows the
respondent is good on the key success factor of y = .789 + .075 x1+ .302 x2 + .205 x3 + .184 x4
the game-based learning in the effectiveness of
the learning system in higher education. Other In the discussion of the coefficient, the beta
than that, the coefficient of determination, that value of the unstandardized coefficient will be
represent, as R 2 is the proportion of variance used for the regression equation. If the p-value
in one variable associate with the variability in of the test statistic is <0.05, the test statistic has
a second variable. From the result, it shows R a statistically significant relationship and if
2 is 0.579 which means 57.9% of the variation the p-value of the test statistic is >0.05, the test
was explained by the independent variable, statistic is not statistically significant [22].
while the rest is explained by other causes. From the equation, the coefficient of
That's means 42.1% of the different factors that usability is 0.075 which means that every unit
influenced the effectiveness of the learning increase in each factor, there will be an increase
system in higher education used for this study. in the effectiveness of the learning system in
higher education with value 0.055, and the
TABLE VII. ANOVA
standard coefficient value of beta 0.090 with
Model Sum of df Mean F Sig. a t-value of 1.362. The p-value of this factor
Squares Square
was not significant with 0.174 values. Perhaps
1 Regression 63.508 4 15.877 130.319 .000b
the respondent didn't see the benefits and the
Residual 46.174 379 .122 effectiveness of GBL in the higher education
Total 109.682 383 system. Therefore, [17] mentioned that usability
a. Dependent Variable: Dependent Variable Average can be implemented in the education field by
b. Predictors: (Constant), Architectural Design Average, focusing on designing learning activities, user
Usefulness Average, Usability Average, Perceived Intention
to Use Average interaction, and ensuring that learning goals are
achieved.
The F-ratio (F= 130.319, p= 0.000) indicates For the second factor, which is usefulness,
that the result of the regression model could the beta value of the unstandardized coefficient
occur by chance. However, the significance of is 0.302, and the standard coefficient value of
ANOVA and the p-value of the coefficient must beta 0.345 with a t-value of 4.888. The p-value of
indicate p<0.05. It shows that the model was this factor was significant with 0.000 values.
significant with 0.000 significant values. The third factor is the perceived intention to
use which the beta value of the unstandardized
TABLE VIII. COEFFICIENTS coefficient is 0.205 while the standard coefficient
Unstandardized Standardized t Sig. value of beta 0.231 with a t-value of 3.460. The
Coefficients Coefficients
Model p-value of this factor was significant since the
B Std. Beta
Error
value was 0.001.
The last factor is the architectural design.
(Constant) .789 .153 5.173 .000
The unstandardized coefficient beta value is
Usability .075 .055 .090 1.362 .174
Average 0.184 while the standard coefficient value of
Usefulness .302 .062 .345 4.888 .000 beta is 0.169 with a t-value of 3.539. This factor
Average was significant since the p-value is 0.000.
1
Perceived .205 .059 .231 3.460 .001
Intention to
Use Average F. Hypothesis Testing
Architectural .184 .052 .169 3.539 .000 In discussing the research finding of hypotheses
Design 1, 2, 3, and 4, the analysis was done using the
Average
Multiple Regression Analysis. Only three
a. Dependent Variable: Dependent Variable Average independent variables that are usefulness,
perceived intention to use and architectural
Based on the table 4.5.3, the linear design were significant towards the effectiveness
equations were developed as following where of the learning system in higher education.
usefulness,
from the analysisperceived
as a multipleintention to use, and
regression equation: see the benefits
to Designers : Buildingand the effectiveness
a self-organizing game-based of GBL in
learning
environment. Techtrends , 49 (5), 34-42.
architectural design with a p-value of 0.000. [4] the higher
Binkley, education
M., Erstad, O., Herman, system.
J., Raizen,If S.,the government
Ripley, M., &
Y = a + cx2 + dx3 + ex4 Runmble, M. (2014, December 8). Partnership for 21st century skills.
wants to implement GBL in the future, it highly
The significant relationship can be represented Retrieved from http://www.p21. org/
[5] recommends
Shute, V. J. (2011).that
Stealththey do inmarketing
assessment computer-basedto promote
games to
as the following
where equation
Y = .789 +.302 x2 + .205from the x4
x3 + .184 analysis as a support learning. Computer games and instruction, 55(2), 503e524.
multiple regression equation: the ideology of GBL to ensure that people
[6] Kolb, D.A. (1984): Experiential learning: experience as the source of
are
V. CONCLUSION
well aware
learning of what
and development. is GBL.
Englewood Cliffs, NJ: Prentice Hall.
The study suggested recommendations that are based on [7] Tseng V., Let’s Advance Education as a Learning System, Published
Ythe
= astudy
+ cx2 + dx3Firstly,
findings. + ex4usefulness, perceived intention to by APA Division 15 (PsychEd), 30 April 2015
use and architectural design shows significant positive [8] Fong J., Wang F.L and Kwan R. (2009), Handbook of Research on
Hybrid Learning Models: Advanced Tools, Technologies and Formatt
towards the key success factor of game-based learning (GBL) Applications ACKNOWLEDGEMENT
where Y = .789 +.302 x2 + .205 x3 + .184 x4 Formatt
The authors would like to thank7 the
Faculty of Technology Management
V. CONCLUSION and Technopreneurship, Universiti
ISSN: 2590-3551 eISSN:2600-8122 Teknikal Malaysia
Vol. 4 No. 2 October 2020 Melaka and Centre of
The study suggested recommendations that are
based on the study findings. Firstly, usefulness, Technopreneurship Development (CTeD) for
perceived intention to use and architectural their support in obtaining the info and material
design shows significant positive towards the in the development of our work and we also
key success factor of game-based learning (GBL) want to thank anonymous referees whose
in the effectiveness of the learning system of comments led to improve the presentation of
higher education. The Minister of Education or our work. Lastly, we also thank the Ministry of
those who are involved in applying GBL in the Higher Education for FRGS/1/2017/SS01/FPTT-
education system may take into consideration CTED/F00347 research grant.
the factor of usefulness, perceived intention
to use, and architectural design. For the
usefulness factor, they need to study what is
the best method to present the game in a useful
manner of education. Some studies mentioned
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learning in high school computer science Houten, S.-P., Han, C., & MacDonald, J. R.
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[3] Squire, K., Giovenetto, L., Devane, B., & Shree, D. Journal, 61e73.
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