@inproceedings{scholars3815, address = {Kuching, Sarawak}, title = {Evaluating game-based learning (GBL) effectiveness for higher education (HE)}, note = {cited By 6; Conference of 2nd International Conference on Advanced Computer Science Applications and Technologies, ACSAT 2013 ; Conference Date: 23 December 2013 Through 24 December 2013; Conference Code:106250}, doi = {10.1109/ACSAT.2013.101}, journal = {Proceedings - 2013 International Conference on Advanced Computer Science Applications and Technologies, ACSAT 2013}, publisher = {IEEE Computer Society}, pages = {485--489}, year = {2013}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84904166194&doi=10.1109\%2fACSAT.2013.101&partnerID=40&md5=ca678f6e0ed9c2cf7decf0a5544fdcc8}, keywords = {Computer science; Computers, Data collection; Game-based Learning; Higher education; Information assurance; Learning and training; Statistical data analysis, Computer games}, abstract = {Using game in teaching or game-based learning (GBL) has been a subject of interest since the introduction of computer games in late 1970's. In fact, military, education, marketing and advertisement has been widely utilized GBL in their operations. Despite its popularity, its empirical evidence on the effectiveness as learning and training tool is still lacking. The main aim of this research work is to evaluate the effectiveness of using GBL in Higher Education (HE). This paper will discuss on some results obtained from the data collection activity as well as the statistical data analysis. {\^A}{\copyright} 2013 IEEE.}, author = {Ariffin, M. M. and Sulaiman, S.}, isbn = {9781479927586} }