TY - JOUR T1 - Culturally-Enhanced Computer Game: The Impact on Educational Effectiveness AU - Ariffin, Mazeyanti Mohd AU - Ahmad, Wan Fatimah Wan AU - Sulaiman, Suziah JO - The Social Sciences VL - 12 IS - 4 SP - 694 EP - 701 PY - 2017 DA - 2001/08/19 SN - 1818-5800 DO - sscience.2017.694.701 UR - https://makhillpublications.co/view-article.php?doi=sscience.2017.694.701 KW - Computer game KW -culturally-enhanced computer game KW -culture KW -ANOVA KW -effective learning tool AB - Fascination of young generation towards computer game had sparked the interest of academicians to use computer game to support education. The tremendous time spent and constant interactions with computer game had literally changed the young generation’s learning expectations, preferences and needs. However, researchers found that learner’s culture also has influence on learning expectations, preferences and needs. Literature shows that studies of culture in relation to computer game or known as culturally-enhanced serious game is still lacking and limited. As to date, only a few culturally-enhanced serious game existed in the literature, therefore the impact of culturally-enhanced serious game on educational effectiveness is still scare. Thus, this study aims to report on the educational effectiveness of a culturally-enhanced serious game. This researcher employed true-experimental design method with a control group. A total of 91 students of Universiti Teknologi petronas participated in this research work. One-way ANOVA was performed to evaluate the hypotheses. The outcome of this research work shows that participants who played culturally-enhanced serious game had better performance as compared to participants in other groups, thus indicates that culturally-enhanced serious game is an effective learning tool for young learners. ER -