Author

  • Idris Osman

    • Faculty of Business & Management, Universiti Teknologi MARA, Cawangan Melaka Kampus Bandaraya Melaka, Malaysia
    • Malaysia
  • Norraeffa Md Taib

    • Faculty of Business & Management, Universiti Teknologi MARA, Cawangan Melaka Kampus Bandaraya Melaka, Malaysia
    • Malaysia
  • Zarinah Abu Yazid

    • Faculty of Business & Management, Universiti Teknologi MARA, Cawangan Melaka Kampus Bandaraya Melaka, Malaysia
    • Malaysia
  • Shahreena Daud

    • Faculty of Business & Management, Universiti Teknologi MARA, Cawangan Melaka Kampus Bandaraya Melaka, Malaysia
    • Malaysia
  • Mohd Zailani Othman

    • Faculty of Business & Management, Universiti Teknologi MARA, Cawangan Melaka Kampus Bandaraya Melaka, Malaysia
    • Malaysia

Abstract

Traditional teaching approaches lack engagement, personalization, flexibility, and effective evaluation, thereby limiting learning outcomes. Consequently, these systems face challenges in engaging students, meeting their individual needs, adapting to diverse learning situations, and accurately assessing their competency. Educational board games (EBGs) offer a dynamic and engaging learning experience through play and personalized learning, promising optimal outcomes to overcome these obstacles. The objective of this study is to investigate how usability influences student engagement using the MEEGA+ evaluation approach during EBG play in a Personal Financial Planning course at Universiti Teknologi MARA (UiTM) Cawangan Melaka, Kampus Bandaraya Melaka. This quantitative study involved a self-administered questionnaire and a purposive sample of 200 bachelor’s degree students in the course. PLS-SEM was utilized to assess the model and hypothesized relationships. The operability and accessibility of educational games significantly enhanced student engagement, underscoring the utility of board games for learning through play. Usability, experience, and engagement should be integral considerations in instructional game design. The MEEGA+ assessment model can be applied to evaluate game-based learning across various EBGs. Board games have the potential to enhance educational outcomes, underscoring the necessity for further research in game-based learning. The study also suggests that the MEEGA assessment model can assist designers and educators in developing effective game-based learning experiences.

Keywords

References

  • Barbara, J. (2019). Measuring User Experience in Multiplayer Board Games. Games and Culture 2017, 12(7-8), 623-649, DOI: 10.1177/1555412015593419
  • Begy, J. (2017). Board Games and the Construction of Cultural Memory. Games and Culture 2017, 12(7-8), 718-738 DOI: 10.1177/1555412015600066
  • Ben Itzhak, N., Franki, I., Jansen, B., Kostkova, K., Wagemans, J. & Ortibus, E. (2023). Usability and user experience of an individualized and adaptive game-based therapy for children with cerebral visual impairment. International Journal of Child-Computer Interaction, 35, 100551. https://doi.org/10.1016/j.ijcci.2022.100551
  • Byusa, E., Kampire, E. & Mwesigye, A. R. (2022). Game-based learning approach on students’ motivation and understanding of chemistry concepts: A systematic review of the literature. Heliyon, 8, e09541. https://doi.org/10.1016/j.heliyon.2022.e09541
  • Fjaellingsdal, K. S. & Klockner. C. A. (2020). Green across the Board: Board Games as Tools for Dialogue and Simplified Environmental Communication. Simulation & Gaming 1–21.
  • Fornell, C. & Larcker, D. F. (1981). Structural Equation Models with Unobservable Variables and Measurement Error: Algebra and Statistics. Journal of Marketing Research, 18, 382-388.
  • Gefen, D., Straub, D. & Boudreau, M. C. (2000). Structural Equation Modeling Technique and Regression: Guidelines for Research Practices. Communications for AIS, 7, 1-78.
  • Ghazal, S., Al-Samarraie, H. & Wright, B. (2020). A conceptualization of factors affecting collaborative knowledge building in online environments. Online Information Review, 44(1), 62-89, DOI 10.1108/OIR-02-2019-0046
  • Gibson, V. & Douglas, M. (2013). Criticality: The experience of developing an interactive educational tool based on board games. Nurse Education Today, 33, 1612–1616, http://dx.doi.org/10.1016/j.nedt.2013.01.022
  • Hair, J. F., Black, W. C., Babin, B. J. & Anderson, R. E. (2010) Multivariate Data Analysis. 7th Edition, Pearson, New York.
  • Hair, J. F., Sarstedt, M., Ringle, C. M. & Mena, J. A. (2012). An Assessment of the Use of Partial Least Squares Structural Equation Modeling in Marketing Research. Journal of the Academy of Marketing Science, 40, 414-433.
  • Hair, J. F., Hult, G. T. M., Ringle, C. M. & Sarstedt, M. (2017) A Primer on Partial Least Squares Structural Equation Modeling (PLS-SEM). 2nd Edition, Sage Publications Inc., Thousand Oaks, CA.
  • Hair, J. F., Risher, J. J., Sarstedt, M. & Ringle, C. M. (2019). When to use and how to report the results of PLS-SEM. European Business Review, 31(1), 2-24. https://doi.org/10.1108/EBR-11-2018-0203
  • Henseler, J., Ringle, C. M. & Sarstedt, M. (2015). A new criterion for assessing discriminant validity in variance-based structural equation modeling. Journal of the Academy of Marketing Science, 43(1), 115–135. https://doi.org/10.1007/s11747-014-0403-8
  • Hoy, B. (2018). Teaching History with Custom-Built Board Games. Simulation & Gaming 2018, 49(2) 115–133.
  • Lavendera, T., Omonib, G., Laisserc, R., McGowand, L., Wakasiakab, S., Macleane, G. & Chimwazaf, A. (2019). Evaluation of an educational board game to improve use of the partograph in sub-Saharan Africa: A quasi-experimental study. Sexual & Reproductive Healthcare 20, 54–59, https://doi.org/10.1016/j.srhc.2019.03.001
  • Lavrakas, P. J. (2008). Encyclopedia of survey research methods. Sage Publications, Inc., Thousand Oaks.
  • Martin, C. & Martinez, R. (2016). Games in the classroom and practice in library and information science education. On the Horizon, 24(1), 82-87, DOI 10.1108/OTH-08-2015-0051
  • Nunnally, J. C. (1978) Psychometric theory. 2nd Edition, McGraw-Hill, New York.
  • Onofrei, G. & Ferry, P. (2020). Reusable learning objects: a blended learning tool in teaching computer-aided design to engineering undergraduates. International Journal of Educational Management, 0951-354X DOI 10.1108/IJEM-12-2019-0418
  • Petri, G., Von Wangenheim, C. G. & Borgatto, A. F. (2016). MEEGA+: An Evolution of a Model for the Evaluation of Educational Games. INCoD/GQS, 2016.
  • Petri, G., Von Wangenheim, C. G. & Borgatto, A. F. (2017). MEEGA+, Systematic Model to Evaluate Educational Games. Encyclopedia of Computer Graphics and Games, https://doi.org/10.1007/978-3-319-08234-9_214-1
  • Platz, L. (2022). Learning with serious games in economics education a systematic review of the effectiveness of game-based learning in upper secondary and higher education. International Journal of Educational Research, 115, 102031. https://doi.org/10.1016/j.ijer.2022.102031
  • Urbach, N. & Ahlemann, F. (2010). Structural Equation Modeling in Information Systems Research Using Partial Least Squares. Journal of Information Technology Theory and Application, 11, 5-40.
  • Wong, T. W. (2018). Teaching innovations in Asian higher education: perspectives of educators. Asian Association of Open Universities Journal, 13(2), 179-190 DOI 10.1108/AAOUJ-12-2018-0032
  • You, S. C., Sophia, H. H., Shih, W. K., Kai, M. C., Chien, L. K., Nguyen, T. V. & Yeu, H. C. (2022). Effects of board game play on nursing students’ medication knowledge: A randomized controlled trial. Nurse Education in Practice, 63, 103412, https://doi.org/10.1016/j.nepr.2022.103412

Downloads

No downloads have been recorded for this article yet. Figures appear here once readers begin downloading the full text.

How to Cite

Osman, I., Md Taib, N., Abu Yazid, Z., Daud, S., & Othman, M. Z. (2024). Exploring the Usability and Engagement of Students in an Educational Board Game on Personal Financial Planning. Information Management and Business Review, 16(1(I), 76-85. https://doi.org/10.22610/imbr.v16i1(I).3662

Share this article

Section

Research Paper

Published

2024-03-15

Submissions

Have research to publish? Information Management and Business Review welcomes submissions.

Make a Submission