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&#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.
ER  - 