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Game-Based Learning (GBL) Success Factors in the Public Higher Education Learning System

Game-Based Learning (GBL) Success Factors in the


Public Higher Education Learning System
M. Norhidayah1,2, N.H.S. Nazmeer1, H. Budiono1,2 and O. Azrina 1,2

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].

T HE uses of technology in teaching In other continents, GBL is commonly


and learning plays an important role in used. In Asia, too, it is a rising trend. We can
improving understanding among students. see that game-based learning of Hong Kong
The use of Game-based learning (GBL) helps to and Singapore has already been extended to
produce results by using the gaming approach. their curricula. Implementing GBL can be an
The game that has been used in GBL is interactive educational system tool in teaching
designed to build a balance within the learning at a higher educational level. Thus, this research
aims to study the usability, usefulness, and
Article history: Manuscript received 27 August 2020; received in
perceived intention of GBL in the effectiveness
revised form 17 September 2020; Accepted 17 September 2020. of the learning system in higher education.

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International Journal of Human and Technology Interaction

II. LITERATURE REVIEW the gamers [11]. A game is also defined as an


A. Learning System in Higher Education activity that was designed artificially with a
Learning is the method where information is specific aim, rules, and constraints located in a
made through the transformation of experience. specific context [12].
Additionally, the mixture of grasping and Different from the definition of game,
transforming experience will result in Game-based learning (GBL) is a medium
knowledge acquisition [6]. Learning systems of gaining knowledge and skill acquisition
could be a system that acknowledges the via gameplay where game activities require
mutuality of variable individuals like principals, the player to solve problems and challenges
assistant principals, teachers, coaches, lecturers, provided to gain achievement [13]. GBL is the
syllabus and instruction workers, research and use of the power of entertainment by games
accountability workers enjoying completely to be used inside the learning system. It is also
different roles inside advanced institutions referred to as the consequences of a balance
[7]. Different researchers mentioned that a between learning and gaming elements [14].
learning system is a collection of artefacts that
are 'brought together' to make an atmosphere C. Types of GBL Games
that may facilitate numerous sorts of learning GBL can be divided into two types of games.
methods. It will take a range of various forms The first one is the special purpose games. It is
like a book, a computer, a web forum, a college, a game that has been developed for educational
and a university. To attain specific learning purposes. The second type is a game that
outcomes, most learning systems can offer lots designed to be used in an educational context
of learning resources and outline of procedures with the fun factor being implemented inside it
[8]. that is called Commercial-Off-The-Shelf games
At present, world education centres on a [15].
world-class standard program, accenting on There are three types of special-purpose
digital literacy from grade school to higher games that can be defined. Some games aim to
education. Traditional teaching provision has achieve knowledge transfer (cognitive learning
never served all groups in society [9]. While outcomes), skill acquisition (skill-based learning
access has greatly improved within the last outcomes), and/or attitudinal behavioural
decades, the constraints of cash, time, and change (affective learning outcomes). For
location still preclude groups of learners games that are designed to achieve knowledge
from collaborating in higher education. This transfer, it is applied in education such as
trend we can see within the case for adults math or language typically [15]. Games to aid
and a continuous learner. Students in higher skill acquisition are usually for practice or
education are a generation that can bring the training session such as in military or corporate
country to better progress and will be developed training. Some studies have already studied the
to be an expert if higher education supports impact of playing games to culture managerial
their learning constantly. In conclusion, skills because of the second type of games
teachers in the higher education system must [16]. Finally, governments and NGOs use the
have a deep understanding, wide information third special-purpose game type, used to gain
access, broad digital literacy, and handy online an understanding of a particular subject. In
learning management. From this skillset, to the health care industry, games to improve
promote effectiveness, they can accommodate behaviour are usually found. For instance,
advancement and are well prepared to teach some games encourage physical activity and
students in the 21st century [10]. children's healthy food. The primary emphasis
of GBL has on targeted a certain form of learned
B. Game-Based Learning (GBL) result; secondary learning output cannot be
A game is a physical or mental contest that has excluded. For example, a game that mainly aims
specific rules with the aim to amuse or reward to teach English to children (cognitive results)

40 ISSN: 2590-3551 eISSN: 2600-8122 Vol. 4 No. 2 October 2020


Game-Based Learning (GBL) Success Factors in the Public Higher Education Learning System

may also lead to a more favourable attitude F. Usefulness


towards the learning of English or English as a There are a lot of advantages of GBL in
subject (affective learning outcomes) [15]. For technological implementations in various
this research, researchers think that the best fields of knowledge. Usefulness is the function
game type is skill acquisition because students provided by the system. GBL technology gave
can improve their soft skills in higher education an advantage to users to feel motivated where
since higher education requires a student to be it uses cognitive methods, differentiating the
skilful and resourceful. alternatives of the solution, giving examples, and
significant results of experience. Educational
D. Traditional Learning System VS Game-Based games have benefits in education where it can
Learning give people motivation to enroll in local courses
The majority of researchers now acknowledge and make them as an instructor, build a learning
the advantages of digital learning games in terms group in the area and request needed resources
of motivation and engagement based on the from the local government and fully implement
results. They found that games and simulations them inside educations [17]. A combination of
that are effective and educational give a more entertainment and education in GBL makes it
positive impact on learning quality rather than convenient for instructors and easy to use. Plus,
normal conventional learning. Besides, students edutainment applications can be manipulated
showed a positive attitude in a learning system in pedagogical environments. GBL grants
that used games as its base compared to the skills for students such as the ability to manage
conventional ones. But we cannot easily jump to complicated missions, finish work in time, and
a conclusion where GBL and simulation have a fast adaption to the change of environments.
positive effect on learning and motivation. Students will take part repeatedly in the
educational operations when they perceive
E. Usability a relationship between their daily routines
Usability is defined as the degree of learnability and games aspect. If they are submitted as a
of the game [17]. Users deal with the games challenge or quiz, they will pay more attention
easily and naturally. Most of them did not face to edutainment games. Some studies also said
game-related issues and did not get instructions that GBL would lower the development cost
from observations. Usability is often described and give a vast experience that is intuitive
in conjunction with the playability of a user for students where the educational content is
and is characterized as the user's operational presented in games [18].
ability to perform a special task known as the
human-computer interface or human agent [18]. G. Perceived Intention to Use
Designing educational software needs usability Since the mid-1970s, understanding an
as a significant agent. It is the capacity that the individual’s behaviour for using a lot of
product can be used for specialist users for information technology systems and tools has
specific purposes by delivering the satisfaction, been an essential topic of research. Intention to
efficiency, and effectiveness of a limited field use is derived from behavioural intention and
of usage. Usability can be implemented in is defined as “the strength of one’s intention to
the education field by focusing on designing perform a specified behaviour”. Behavioural
learning activities, user interaction, and intention is a significant determinant of user
ensuring that learning goals are achieved. behaviour in technology acceptance since
Intuitiveness is a must for the interface in usage is significantly correlated to behavioural
educational software because the purpose of intention to use. Plus, behavioural intention
GBL is to make users play games that have a is a significant predictor of action [19]. To
learning context implemented in it [17]. simplify, previous research has shown that
behavioural intention to use GBL is both a valid
and reliable measure of GBL usage in the future.

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International Journal of Human and Technology Interaction

Moreover, students may increase their basis of III. RESEARCH METHODOLOGY


technology acceptance effectively using GBL. To accomplish the aims and objectives of the study,
The application of the TAM model would seem this research used a survey for research strategies.
to be favourably indicated for understanding The questionnaire is developed in English to
conceptual issues related to GBL use. ensure that the respondents fully understand
what the questions are about. Plus, the researcher
H. Architectural Design decides to use the simple random sampling
The architecture permits users to act his/her method. The questionnaire paper is divided into
preferred characters in RPG (Role-Playing two sections that are the demographic section and
Game), these ingredients react with realistic the statement about the variable of the research for
International Journal of Human and Technology Interaction (IJHaTI), Vol. 4, No. 21, OctoberApril 2020
world patterns, and that they manage the the respondent to answer. This questionnaire is a
domain pattern of the game and spread of the close-ended type and it was distributed through
usage is significantly correlated to behavioural intention to distributed through the Internet by using Google Form and
multimedia system.
use. Plus, behavioural It is hard
intention to balance
is a significant how
predictor of to directly
the toInternet bysample.
the targeted using Google Form and directly to
action [19].
teach andTo simplify,
what previouswhat
to teach, research has shown
kind of game that is For thedata analysis, descriptive
targeted sample. statistical analysis, Pearsons's
behavioural intention to use GBL is both a valid and reliable correlation analysis, and multiple linear regression analyses
needed
measure ofinGBL education
usage in thefor the Moreover,
future. education system
students may to were used. For data analysis, descriptive statistical
become more
increase their practical
basis [20]. acceptance effectively
of technology analysis, Pearsons's correlation analysis, and
using GBL. The application of the TAM model would seem IV. DATA ANALYSIS
Evaluation of the architectural design is multiple linear
to be favourably indicated for understanding conceptual regression analyses were used.
crucial in making
issues related to GBL use. games usable in the learning A. Pilot Test
A pilot test is a method used by researchers to determine
systemH. includes
Architecturalusability,
Design character design, the the validity of the questionnaire distributed to the respondent.
efficiencies of narrative
The architecture permits users pattern, reaction This research studyIV.
andpreferred
to act his/her was DATA
conducted ANALYSIS
with the pilot test of 30
characters in RPG (Role-Playing Game), these ingredients respondents before the actual questionnaire was distributed.
facilities. The directives of edutainment software A. Pilot Test
react with realistic world patterns, and that they manage the The respondent consists of university and college students
need
domaintopattern
match of with
the gametheandcognitive
spread of architecture
the multimedia of around A Melaka.
pilot test is ofa 20method
A total questions used by researchers
in the questionnaire
system. It is hardand
individuals to balance
human how differences
to teach and what GBLto teach,
has a weretodistributed
determine the validity
to respondents engaged in ofa pilot
the test.
questionnaire
All the
what kind of game is needed in education for the education data were collected in a Microsoft Excel spreadsheet.
utility
system tofor academic
become content
more practical [20].[21]. distributed to the respondent. This research
Questions in the questionnaire were modified based on the
Evaluation of the architectural design is crucial in making study wasin conducted
results contained the pilot test. with the pilot test of 30
games usable in the learning system includes usability,
I.character
Research
design, Framework
the efficiencies of narrative pattern, and respondents
For before
the pilot test testing, the actual
the reliability test was questionnaire
conducted
using the Statistical Package for Social Science version 20.
In this research framework, the main target is was distributed. The respondent consists of
reaction facilities. The directives of edutainment software
need to match with the cognitive architecture of individuals Cronbach’s Alpha was used to examine the internal reliability
to study the key factors, concept or variables, university
and human differences GBL has a utility for academic content of the and college
pilot test. Reliability students
was considered weakaround Melaka.
when alpha
and
[21]. the presumed relationship among them. coefficient A total scores
of below the range ofin0.6.
20 questions theIf questionnaire
the alpha
Thus, a research
I. Research Frameworkframework is produced as coefficient were
being
scores in the range of 0.6 to 0.8, it is considered as
distributed
moderately to ifrespondents
strong. Lastly, engaged
the alpha coefficient was in
below. The framework
In this research framework, the shown in isFigure
main target to study1theare in the
a range
pilotof test. Allit the
0.8 to 1.0, data were
is considered collected in a
very strong.
key independent
the factors, concept variables
or variables, such and theas presumed
usability, Microsoft Excel spreadsheet. Questions in the
relationship among them. Thus, a research framework has is
usefulness,
produced as below.effectiveness,
The frameworkperceived
shown in Figureintention
1 are the to questionnaire
TABLE I. were modified
RELIABILITY STATISTICS based on the
independent
use, variables suchdesign
and architecture as usability, usefulness,the
that affecting results contained in theAlpha
pilot test.
effectiveness, perceived intention to use, and architecture Cronbach's
learning
design that system oflearning
affecting the highersystem
education.
of higher education. For Alpha
Cronbach's the pilot
Basedteston testing, the reliability test
N of Items
Standardized
was conductedItems using the Statistical Package for
Social
.980 Science .980 version 20. Cronbach’s
20 Alpha
was used to examine the internal reliability of
Table 1 shows the total number of independent variables
the pilot test. Reliability was considered weak
and the dependent variable in Cronbach's alpha. In this table,
when alpha
Cronbach's alpha coefficient
showed more than> scores below
0.9 with theof range
a value
ofThis
0.980. 0.6.shows
If thethat
alpha
all the coefficient
question of thescores in the
independent and range
dependent variable is reliable and can be used in the pilot test.
of 0.6 to 0.8, it is considered as being moderately
B. Descriptive
strong. Lastly,Analysis
if the alpha coefficient was in the
This section explains the demographic profile of
range of 0.8 to 1.0,
respondents includes their gender, it is considered
age, ethnicity,very
levelsstrong.
of
higher education, and frequency of game playing. Besides,
Fig.
Fig.1.1. Research Framework
Research Framework this section alsoTABLE
analyzed the respondents’
I. RELIABILITY opinions on
STATISTICS
whether the game can be used as a good learning tool or not.
Cronbach's Cronbach's Alpha Based
Table 2 shows the result of 384 collected questionnaires.N of Items
III. RESEARCH METHODOLOGY
There is Alpha on Standardized
no so much different in terms ofItems
gender. Moreover,
To accomplish the aims and objectives of the study, this
the highest.980
respondent range of age
.980is from 18 – 25 years 20
old
research used a survey for research strategies. The
at the percentage of 90.6% which equivalent to 348
questionnaire is developed in English to ensure that the
respondents. From this result, it shows that almost the entire
respondents fully understand what the questions are about.
respondent is aged between 18 – 25 years old since that is the
Plus, the researcher decides to use the simple random
42 ISSN: 2590-3551 eISSN: standard age for
2600-8122 the4 student
Vol. No. that involved 2020
2 October with this GBL.
sampling method. The questionnaire paper is divided into two
Based on ethnicity, the majority of the respondent's ethnicity
sections that are the demographic section and the statement
is Malay at the percentage of 62.8% that consists of 241
about the variable of the research for the respondent to
Game-Based Learning (GBL) Success Factors in the Public Higher Education Learning System

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

ISSN: 2590-3551 eISSN: 2600-8122 Vol. 4 No. 2 October 2020 43


International Journal of Human and Technology Interaction
International Journal of Human and Technology Interaction (IJHaTI), Vol.

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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

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44 ISSN: 2590-3551 eISSN: 2600-8122 Vol. 4 No. 2 October 2020


Game-Based Learning (GBL) Success Factors in the Public Higher Education Learning System
ology
ology Interaction
ologyInteraction (IJHaTI),
Interaction(IJHaTI), Vol.
(IJHaTI),Vol. 4,
Vol.4, No.
4,No. 21,
No.21, OctoberApril
21,OctoberApril 2020
OctoberApril2020
2020

TABLE V. TABLE 4: STRENGTH OF PEARSON


CORRELATION COEFFICIENT
Variables Pearson Strength of
Correlation Correlation
Usability 0.677 Very Strong
Usefulness 0.725 Very Strong
Perceived 0.708 Very Strong
Intention to Use
Fig. 6. Independent Variable: Usefulness
Fig.6.6. Independent
Fig. Independent Variable:Usefulness
Usefulness
Fig. 6. IndependentVariable:
Variable: Usefulness Architectural 0.616 Very Strong
Design

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

ISSN: 2590-3551 eISSN: 2600-8122 Vol. 4 No. 2 October 2020 45


International Journal of Human and Technology Interaction

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.

46 ISSN: 2590-3551 eISSN: 2600-8122 Vol. 4 No. 2 October 2020


way for the education system to be more effective in the
F. Hypothesis Testing future. The process of implementation does not have to be
In discussing the research finding of hypotheses 1, 2, 3, instantaneous, but slowly in step. As a recommendation, our
and 4, the analysis was done Game-Based Learning
using the Multiple (GBL) Success
Regression Factors
education in the
system canPublic
take aHigher
deep lookEducation Learning
at this matter System
and try
Analysis. Only three independent variables that are to implement GBL in higher education since most of the
respondents are positive towards the implementation of GBL.
usefulness, perceived intention to use and architectural design
Concerning the usability factor which failed to achieve
G. Summary of Finding
were significant towards the effectiveness of the learning that significance
positive GBL would towardlower the development
the effectiveness of the learning cost
system in higher education.
Overall from the hypothesis testing from table system andofgivehigher a vast experience
education, respondents maythat is intuitive
well have been
G. Summary of Finding had at least experienced in using the game as a learning tool.
4.7, the p-value of hypothesis H1 was rejected [17] formentioned
students where the educational content is
that usability can be implemented in the
Overall from the hypothesis testing from table 4.7, the p-
because of t-table < t-calculated
value of hypothesis H1 was rejected because of t-table < t-
while the presented
education field byin games.
focusing on This could
designing be one
learning way for
activities,
p-value user
theinteraction,
education andsystem
ensuringto that learning
be more goals arein the
effective
calculatedof hypothesis
while the p-value ofH2, H3, and
hypothesis H2, H3, H4andwereH4
achieved. Perhaps the respondent didn't see the benefits and
were accepted becauseof t-table < <t-calculate.
of t-table
accepted because t-calculate. thefuture. Theofprocess
effectiveness GBL in theof higher
implementation
education system. doesIf not
thehave to bewants
government instantaneous,
to implement GBL butinslowly
the future,init step.
TABLE
TABLEIX. IX. SUMMARY
SUMMARY RRESULT ESULT OF HOF HYPOTHESIS highly recommends that they do marketing to promote the
YPOTHESIS TESTING As aofrecommendation,
ideology GBL to ensure that people our education
are well aware of whatsystem
TESTING
Y = value of dependent variable can take a deep look at this matter and try to
is GBL.
variable a = constant implement GBL in higher education since most
b, c, d, e = coefficients ACKNOWLEDGEMENT
x1, x2, x3, x4 = value of independent variable of the respondents are positive towards the
The authors would like to thank the Faculty of Technology
IV df α t table t calculat Hypothesi Result
implementation
Management of GBL.
and Technopreneurship, Universiti Teknikal
e s Test Malaysia Concerning
Melaka and Centre the of Technopreneurship
usability factor which
Usability 1.362 t table < Rejected Development (CTeD) for their support in obtaining the info
t calculate H1 andfailed
materialto achieve
in the positive
development significance
of our work and we also wanttoward
Usefulness 4.888 t table
t calculate
> Accepte to thank
the anonymous
effectiveness refereesof
whosethecomments
learningled to improve
system of
d H2
the presentation of our work. Lastly, we also thank the
Perceived
Intention to
379 0.05 1.649 3.460 t table
t calculate
> Accepte
d H3
higher
Ministry education,
of Higher Educationrespondents may well have
for FRGS/1/2017/SS01/FPTT-
Use been had research
CTED/F00347 at leastgrant.
experienced in using the game
Architectura 3.539 t table > Accepte
l Design t calculate d H4 as a learning tool. [17] mentioned that usability
REFERENCES
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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
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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

ISSN: 2590-3551 eISSN: 2600-8122 Vol. 4 No. 2 October 2020 47


International Journal of Human and Technology Interaction

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