“Anxiscape”: an adventure in conquering anxiety via Game-Based Learning (GBL) for students

Zulhemay, Mohd Nabil and Sulan, Onesimus (2025) “Anxiscape”: an adventure in conquering anxiety via Game-Based Learning (GBL) for students. Progress in Computer and Mathematics Journal (PCMJ), 2. pp. 135-146. ISSN 3030-6728

Official URL: https://fskmjebat.uitm.edu.my/pcmj/

Abstract

On Anxiety is a pervasive mental health issue that significantly impacts individuals' physical, mental, and emotional well-being. Despite the crucial importance of mental health education, the young generation, especially students are facing difficulty in acquiring information about anxiety from sources or tools which appeal to them. As an example, the scarcity or the absence of a usability of Game-Based Learning (GBL) application in providing the abovementioned information. This is a possible challenge leading to a lack of enjoyment in learning about mental health education. Recognizing the need for a more engaging approach, this study aims to create a GBL application designed to disseminate information to students about anxiety. The project used the Game Development Life Cycle (GDLC) methodology. The evaluation was conducted using the instrument from the E-Game Flow Model and Heuristic Evaluation with a 5-point Likert scale. The results show a remarkable overall mean of 90%, indicating that most users have a positive enjoyment with the application. Moreover, 85.4% of the overall mean, indicating that most user have positive result on the usability of the application. This project has an impact on students by making it easier for them to know about Mental Health Education on topic anxiety via Game-Based Learning. Further enhancements in this project have been identified for future improvement, including explore ways to balance the depth and complexity of educational content with user engagement in serious games and develop ways to optimize the game's performance across different devices and internet conditions

Metadata

Item Type: Article
Creators:
Creators
Email / ID Num.
Zulhemay, Mohd Nabil
nabilz@uitm.edu.my
Sulan, Onesimus
cmu0000@gmail.com
Subjects: G Geography. Anthropology. Recreation > GV Recreation. Leisure > Games and amusements
R Medicine > RA Public aspects of medicine > Public health. Hygiene. Preventive Medicine > Mental health. Mental illness prevention
T Technology > T Technology (General)
Divisions: Universiti Teknologi MARA, Melaka > Jasin Campus > Faculty of Computer and Mathematical Sciences
Journal or Publication Title: Progress in Computer and Mathematics Journal (PCMJ)
ISSN: 3030-6728
Volume: 2
Page Range: pp. 135-146
Keywords: Anxiety, Anxiety disorder, Mental health education, Game-based learning, Learning
Date: August 2025
URI: https://ir.uitm.edu.my/id/eprint/126877
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