Author

  • Mohd Nabil Zulhemay

    • College of Computing, Informatics & Mathematics, Universiti Teknologi MARA, Cawangan Melaka Kampus Jasin, Melaka, Malaysia
    • Malaysia
  • Albin Lemuel Kushan

    • College of Computing, Informatics & Mathematics, Universiti Teknologi MARA, Cawangan Melaka Kampus Jasin, Melaka, Malaysia
    • Malaysia
  • Nor Intan Shafini Nasaruddin

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

Abstract

This study discusses the development and evaluation of a Game-Based Learning (GBL) application designed to educate students about anxiety disorders. The study addresses the challenge of engaging students in mental health education by creating an interactive game called “AnxiScape” using the Game Development Life Cycle (GDLC) methodology. The game aims to enhance students’ understanding of anxiety through an enjoyable and immersive experience. Evaluation results, based on the E-Game Flow Model and Heuristic Evaluation, indicate high levels of user enjoyment (90%) and usability (85.4%), demonstrating the game’s effectiveness in capturing attention, providing feedback, and improving knowledge. Integrating educational content with interactive elements can significantly enhance learning outcomes. The study suggests future improvements to optimize the game’s performance and balance educational depth with user engagement.

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How to Cite

Zulhemay, M. N., Kushan, A. L., & Nasaruddin, N. I. S. (2024). “ANXISCAPE”: An Adventure in Conquering Anxiety Via Game-Based Learning For Students. Information Management and Business Review, 16(4(S)I), 49-54. https://doi.org/10.22610/imbr.v16i4(S)I.4276

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Section

Research Paper

Published

2024-11-27

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