Journal Screenshot

International Journal of Academic Research in Business and Social Sciences

Open Access Journal

ISSN: 2222-6990

Development of Educational Games for Fundamentals of Marketing Subject

Roszi Naszariah Nasni Naseri, Azahar Harun, Raja Nazim Raja Abdullah, Mohd Hanif Mohd Omar

http://dx.doi.org/10.6007/IJARBSS/v12-i2/12883

Open access

This paper proposes a games platform known as Marketing Edu Game which is an educational game purposely made for UiTM Diploma students. It is used as a supplementary aid for students. The game incorporates curriculum content from Marketing (MKT243) subject. The game consists of 10 learning paths, representing 10 chapters. Each learning path has a combination of 10 multiple choices and True/False questions. The Marketing Edu Game is created due to students’ hardship to study and revise their subject. This trusted conceptual platform assists students to revise their understanding towards Marketing subject using games as fun learning. This platform has the ability to provide convenient and friendly interface.

Anderson, B. O., Anderson, M. N., & Taylor, T. A. (2009). New territories in adult education: Game-based learning for adult learners. In Research Conference (p. 1).
Bernama. (2017). Malaysians’ world's largest WhatsApp users. [online] Available at: https://www.malaysiakini.com/news/394912
Fokides, E. (2020). Digital educational games in primary education: Revisiting the results of the research projects of the ETiE initiative. In Epistemological approaches to digital learning in educational contexts (pp. 54-68). Routledge.
Granic I., & Lobel, A. (2013). Video games play may provide learning, health, social benefits, review finds. [online] Available at: http://www.apa.org/news/press/releases/2013/11/ video-games.aspx
H. A. Spires. (2015). Digital Game?Based Learning. Journal of Adolescent & Adult Literacy, 59(2), 125-130.
Herro, D., & Clark, R. (2016). An academic home for play: Games as unifying influences in higher education. On the Horizon, 24(1), 17–28.
Holmes, J., & Gee, R. (2016). A framework for understanding game-based teaching and learning. On the Horizon, 24(1), 1–16.
Linehan, C., Kirman, B., Lawson, S., & Chan, G. (2011). Practical, appropriate, empirically-validated guidelines for designing educational games. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 1979-1988).
Megagianni, P., & Kakana, D. (2021). The educational value and impact of serious games in cognitive, social and emotional development in middle childhood: perceptions of teachers in Greece. In T. Tsiatsos, S. Demetriadis, A. Mikropoulos, & V. Dagdilelis (Eds.), Research on E-learning and ICT in education (pp. 129–145). Springer International Publishing.
Michel, H. (2016). Characterizing serious games implementation's strategies: Is higher education the new playground of serious games? Institute of Electrical and Electronics Engineers (IEEE).
Moylan, G., Burgess, A., Figley, C., & Bernstein, M. (2015). Motivating game-based learning efforts in higher education. International Journal of Distance Education Technologies, 13(2), 54–72. https://doi.org/10.4018/IJDET
Rachman, A., Purwanto, M. Y., & Nugroho, H. (2019). Development of Educational Games for The Introduction of Fruits and Vitamins. Journal of Educational Science and Technology (EST), 5(1), 76-81.
Reinders, H., & Wattana, S. (2015). Affect and willingness to communicate in digital game-based learning. The Journal of EUROCALL, 27(1), 38–57.
Turner, P. E., Johnston, E., Kebritchi, M., Evans, S., & Heflich, D. A. (2018). Influence of online computer games on the academic achievement of nontraditional undergraduate students. Cogent Education, 5(1), 1437671.
Zirawaga, V. S., Olusanya, A. I., & Maduku, T. (2017). Gaming in education: Using games as a support tool to teach history. Journal of Education and Practice, 8(15), 55-64.

In-Text Citation: (Naseri et al., 2022)
To Cite this Article: Naseri, R. N. N., Harun, A., Abdullah, R. N. R., & Omar, M. H. M. (2022). Development of Educational Games for Fundamentals of Marketing Subject. International Journal of Academic Research in Business and Social Sciences, 12(2), 354–360.