Analysing the influence of usability on user satisfaction in educational board game / Norraeffa Md Taib … [et al.]

Md Taib, Norraeffa and Abu Yazid, Zarinah and Osman, Idris and Daud, Shahreena and Othman, Mohd Zailani (2023) Analysing the influence of usability on user satisfaction in educational board game / Norraeffa Md Taib … [et al.]. In: The 8th Southeast Asia International Philanthropy Conference 2023 (SEAIPC2023), 7-9 November 2023, Waterfront Hotel, Kuching, Sarawak. (Submitted)

Official URL: https://seaipc.com/

Abstract

Conventional instructional approaches exhibit limitations in their capacity to facilitate impactful learning results and user satisfaction. Consequently, educational board game (EBG) emerges as a dynamic solution, delivering an interactive and captivating learning journey. The purpose of this study is to analyse the impact of usability components on user satisfaction in EBG using the MEEGA+. This study adopted the non-probability of the purposive sampling technique to select participants from bachelor’s degree students enrolled in Personal Financial Planning (PFP) subject. A quantitative study was conducted using a self-administered questionnaire distributed, and the hypothesized relationships were assessed using Statistical Package for the Social Science (SPSS) version 29.0. The findings reported that usability components (aesthetics, learnability and operability) had significantly influenced user satisfaction in EBG for PFP subject. This study investigated the impact of usability components (aesthetics, learnability and operability) on user satisfaction which involved sample from bachelor’s degree students enrolled in PFP subject. Insights from MEEGA+, the results were restricted to students enrolled in particular subject and institution in EBG. This study motivates players to improve understanding on PFP subject concept and satisfaction in EBG. Educators may create a game-based learning to maximise learning and include into curriculum. This expands previous studies on the importance of usability components by adopting MEEGA+ which has consequences to educators and researchers. The theoretical framework allows academicians to investigate social learning process through EBG in game theory, cognitive and pedagogical approach.

Metadata

Item Type: Conference or Workshop Item (Paper)
Creators:
Creators
Email / ID Num.
Md Taib, Norraeffa
UNSPECIFIED
Abu Yazid, Zarinah
zarinah320@uitm.edu.my
Osman, Idris
UNSPECIFIED
Daud, Shahreena
UNSPECIFIED
Othman, Mohd Zailani
UNSPECIFIED
Contributors:
Contribution
Name
Email / ID Num.
Chief Editor
Abdul Rasool, Mohamed Saladin
UNSPECIFIED
Chief Editor
Awang Tuah, Siti Normah
UNSPECIFIED
Editor
Muhamad Hanapiyah, Zulkefli
UNSPECIFIED
Editor
P. Rameli, Mohd Faizal
UNSPECIFIED
Editor
Ahmad, Siti Nurul Akma
UNSPECIFIED
Editor
Md Jani, Syahrina Hayati
UNSPECIFIED
Editor
Ali, Siti Mariam
UNSPECIFIED
Editor
Wan Mohamed Saferdin, Wan Aisyah Amni
UNSPECIFIED
Agency Representative
Rokman, Zesdyzar
UNSPECIFIED
Agency Representative
Azhar, Nur Aleya Natasha
UNSPECIFIED
Subjects: H Social Sciences > H Social Sciences (General) > Study and teaching. Research
L Education > LB Theory and practice of education > Educational psychology
Divisions: Universiti Teknologi MARA, Melaka > Alor Gajah Campus > Academy of Contemporary Islamic Studies (ACIS)
Journal or Publication Title: The 8th Southeast Asia International Philanthropy Conference 2023 (SEAIPC2023)
Event Title: The 8th Southeast Asia International Philanthropy Conference 2023 (SEAIPC2023)
Event Dates: 7-9 November 2023
Page Range: p. 66
Keywords: Usability; User satisfaction; MEEGA+; Educational Board Game (EBG); Personal financial planning
Date: 2023
URI: https://ir.uitm.edu.my/id/eprint/104950
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