Author

  • Nor Intan Shafini Nasaruddin

    • College of Computing, Informatics and Mathematics, Universiti Teknologi MARA, Cawangan Melaka Kampus Jasin, Merlimau Melaka, Malaysia
    • Malaysia
  • Siti Fatimah Mohd Rum

    • College of Computing, Informatics and Mathematics, Universiti Teknologi MARA, Cawangan Melaka Kampus Jasin, Merlimau Melaka, Malaysia
    • Malaysia
  • Muhammad Izzat Iskandar Mohd Tamizi

    • College of Computing, Informatics and Mathematics, Universiti Teknologi MARA, Cawangan Melaka Kampus Jasin, Merlimau Melaka, Malaysia
    • Malaysia

Abstract

Passing the History subject in Malaysia is compulsory for students who want to receive the Sijil Pelajaran Malaysia (SPM) certificate. Traditional teaching methods, often focused on rote memorization, have led to disengagement and low enjoyment among students. This research addresses the need for improved learning engagement and information management by developing MyPerjuangan , a game-based learning platform focusing on Malaya's Japanese occupation. The aim is to evaluate the effectiveness of game-based learning in managing educational content and enhancing student engagement in history education. The study developed the platform using the Game Development Life Cycle (GDLC) methodology. It employed the E-Game Flow model to evaluate user experience across several dimensions: concentration, feedback, goal clarity, and knowledge improvement. Data were collected through a survey of 10 respondents, consisting of teachers and students, with an overall satisfaction rate of 94.3%. The mean values for key factors such as concentration (92%) and knowledge improvement (100%) indicate high levels of engagement and effective information management within the platform. These findings suggest that MyPerjuangan successfully manages and delivers historical information engagingly, significantly improving students’ interaction with the material. However, limitations such as the small sample size and the platform’s exclusivity to desktop use were identified. Future research should expand the study to a larger, more diverse sample and explore multi-platform accessibility to enhance the system's scalability. In conclusion, game-based learning is valuable for improving educational content management and student engagement in history education.

Keywords

References

Downloads

Full-text downloads recorded for this article, by month.

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

How to Cite

Nasaruddin, N. I. S., Mohd Rum, S. F., & Mohd Tamizi, M. I. I. (2024). Evaluating Learning Engagement in MyPerjuangan Game-Based Learning Using E-Game Flow: A Case Study of History Education in Malaysia. Information Management and Business Review, 16(4(S)I), 17-26. https://doi.org/10.22610/imbr.v16i4(S)I.4272

Share this article

Section

Research Paper

Published

2024-11-27

Submissions

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

Make a Submission