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Harvesting the Power of Serious Game for IT Education

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This study aimed to investigate the effectiveness of game-based learning in supporting IT education. To attain this objective, the participants’ academic performance in terms of knowledge change was assessed. This study adopted the True-experimental research design involving 61 participants. Set of pre-and post-test was administered, where descriptive analysis and Independent Sample t-Test were performed to the collected data. The pre-and post-test questions were designed to assess the acquisition of knowledge on computer security principles and malicious threats to organization. The finding from this study suggested that participants who participated in game-based learning performed better.

Keywords: Game-Based Learning; Serious Game

Document Type: Research Article

Affiliations: Computer and Information Sciences, Universiti Teknologi Petronas, 32610 Seri Iskandar, Malaysia

Publication date: 01 November 2017

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  • ADVANCED SCIENCE LETTERS is an international peer-reviewed journal with a very wide-ranging coverage, consolidates research activities in all areas of (1) Physical Sciences, (2) Biological Sciences, (3) Mathematical Sciences, (4) Engineering, (5) Computer and Information Sciences, and (6) Geosciences to publish original short communications, full research papers and timely brief (mini) reviews with authors photo and biography encompassing the basic and applied research and current developments in educational aspects of these scientific areas.
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