Effects of a simulation board game in enhancing cognition and knowledge retention in learning shipping management among students in two higher education institutions
This research aimed to develop and examine the effects of a simulation board game for learningshipping management in two higher education institutions. A provisional board game design frameworkwas proposed by referring to the game-based learning literature. Based on the framework, aninstance of ship...
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QA76 Computer software Shanizan Herman Mohd Radzi Effects of a simulation board game in enhancing cognition and knowledge retention in learning shipping management among students in two higher education institutions |
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This research aimed to develop and examine the effects of a simulation board game for learningshipping management in two higher education institutions. A provisional board game design frameworkwas proposed by referring to the game-based learning literature. Based on the framework, aninstance of shipping management board game was developed, standing on the discreet eventsimulation of a realistic shipping process and activity. The framework was converted intogame mechanics for constructing the gameplay by applying a transparent process of gameplay,while enforcing face-to-face interaction among players. The design of the board game was validatedby 27 experts through a playtesting session; and the effects of the board game usage was examinedthrough a non-equivalent control group pre-test/post-test quasi-experiment. Edumetric testswere administered to measure the effects of the board game in two locations involving67 participants from Institution A and 74 participants from Institution B. Ten sessionsof intervention were given to the experimental group in both institutions within ten weeks. Theresults of parametric statistical tests indicated that the effect of cognition was statisticallysignificant with F(1,65) = 147.13, p=.000 (p |
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Shanizan Herman Mohd Radzi |
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Shanizan Herman Mohd Radzi |
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Effects of a simulation board game in enhancing cognition and knowledge retention in learning shipping management among students in two higher education institutions |
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Effects of a simulation board game in enhancing cognition and knowledge retention in learning shipping management among students in two higher education institutions |
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Effects of a simulation board game in enhancing cognition and knowledge retention in learning shipping management among students in two higher education institutions |
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Effects of a simulation board game in enhancing cognition and knowledge retention in learning shipping management among students in two higher education institutions |
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Effects of a simulation board game in enhancing cognition and knowledge retention in learning shipping management among students in two higher education institutions |
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effects of a simulation board game in enhancing cognition and knowledge retention in learning shipping management among students in two higher education institutions |
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Fakulti Seni, Komputeran dan Industri Kreatif |
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oai:ir.upsi.edu.my:58622021-04-16 Effects of a simulation board game in enhancing cognition and knowledge retention in learning shipping management among students in two higher education institutions 2021 Shanizan Herman Mohd Radzi QA76 Computer software This research aimed to develop and examine the effects of a simulation board game for learningshipping management in two higher education institutions. A provisional board game design frameworkwas proposed by referring to the game-based learning literature. Based on the framework, aninstance of shipping management board game was developed, standing on the discreet eventsimulation of a realistic shipping process and activity. The framework was converted intogame mechanics for constructing the gameplay by applying a transparent process of gameplay,while enforcing face-to-face interaction among players. The design of the board game was validatedby 27 experts through a playtesting session; and the effects of the board game usage was examinedthrough a non-equivalent control group pre-test/post-test quasi-experiment. Edumetric testswere administered to measure the effects of the board game in two locations involving67 participants from Institution A and 74 participants from Institution B. Ten sessionsof intervention were given to the experimental group in both institutions within ten weeks. Theresults of parametric statistical tests indicated that the effect of cognition was statisticallysignificant with F(1,65) = 147.13, p=.000 (p 2021 thesis https://ir.upsi.edu.my/detailsg.php?det=5862 https://ir.upsi.edu.my/detailsg.php?det=5862 text eng closedAccess Doctoral Universiti Pendidikan Sultan Idris Fakulti Seni, Komputeran dan Industri Kreatif Abdelkarim, A., Schween, D., & Ford, T. G. (2018). 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