Harnessing the Power of Game-based Learning for IT Education

Abstract:

This study aimed to investigate the effectiveness of game-based learning in supporting IT education. To attain this objective, the participants’ academic performance in terms of knowledge change was assessed. This study adopted the True-experimental research design involving 61 participants. Set of pre- and posttest was administered, where descriptive analysis and Independent Sample t-Test were performed to the collected data. The pre- and post-test questions were designed to assess the acquisition of knowledge on computer security principles and malicious threats to organization. The finding from this study suggested that participants who participated in game-based learning outperformed the participants from the control group.                                                                                                        

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