@article{MAKHILLTSS201712424266,
    title = {Culturally-Enhanced Computer Game: The Impact on Educational Effectiveness},
    journal = {The Social Sciences},
    volume = {12},
    number = {4},
    pages = {694-701},
    year = {2017},
    issn = {1818-5800},
    doi = {sscience.2017.694.701},
    url = {https://makhillpublications.co/view-article.php?issn=1818-5800&doi=sscience.2017.694.701},
    author = {Mazeyanti Mohd,Wan Fatimah Wan and},
    keywords = {Computer game,culturally-enhanced computer game,culture,ANOVA,effective learning tool},
    abstract = {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&#146;s learning expectations, preferences and needs.
However, researchers found that learner&#146;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.}
    }