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 |
