eprintid: 8152 rev_number: 2 eprint_status: archive userid: 1 dir: disk0/00/00/81/52 datestamp: 2023-11-09 16:20:00 lastmod: 2023-11-09 16:20:00 status_changed: 2023-11-09 16:11:55 type: article metadata_visibility: show creators_name: Ariffin, M.M. creators_name: Ahmad, W.F.W. creators_name: Sulaiman, S. title: Harvesting the power of serious game for IT education ispublished: pub note: cited By 0 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 post-test was administered, where descriptive analysis and Independent Sample t-Test were performed to the collected data. The preand 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 performed better. © 2017 American Scientific Publishers All rights reserved. date: 2017 publisher: American Scientific Publishers official_url: https://www.scopus.com/inward/record.uri?eid=2-s2.0-85040944975&doi=10.1166%2fasl.2017.10202&partnerID=40&md5=b72573dfe59fec0cd014754225ffce06 id_number: 10.1166/asl.2017.10202 full_text_status: none publication: Advanced Science Letters volume: 23 number: 11 pagerange: 10978-10980 refereed: TRUE issn: 19366612 citation: Ariffin, M.M. and Ahmad, W.F.W. and Sulaiman, S. (2017) Harvesting the power of serious game for IT education. Advanced Science Letters, 23 (11). pp. 10978-10980. ISSN 19366612