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Evaluating the Impact of Usability Components on User Satisfaction in Educational Board Games using the MEEGA+ Framework

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  • SHAHREENA DAUD
  • ZARINAH ABU YAZID
  • NORRAEFFA MD TAIB
  • MOHD ZAILANI OTHMAN
  • IDRIS OSMAN

Abstract

Conventional instructional methods often fail to achieve significant learning outcomes and user satisfaction, making educational board games (EBGs) a dynamic and engaging alternative. This study aims to analyze the impact of usability components (aesthetics, learnability, and operability) on user satisfaction in EBGs using the MEEGA+ framework. A purposive sampling technique was used to select bachelor’s degree students enrolled in the Personal Financial Planning (PFP) subject. A quantitative study was conducted using self-administered questionnaires, and the data were analyzed using SPSS version 29.0. The findings indicated that usability components (aesthetics, learnability, and operability) significantly influenced user satisfaction in EBGs for PFP students. The study suggests incorporating game-based learning into curricula to enhance understanding and satisfaction. It also highlights the importance of usability components in EBGs, providing a theoretical framework for future research in game theory, cognitive, and pedagogical approaches.

Suggested Citation

  • Shahreena Daud & Zarinah Abu Yazid & Norraeffa Md Taib & Mohd Zailani Othman & Idris Osman, 2024. "Evaluating the Impact of Usability Components on User Satisfaction in Educational Board Games using the MEEGA+ Framework," Information Management and Business Review, AMH International, vol. 16(2), pages 195-206.
  • Handle: RePEc:rnd:arimbr:v:16:y:2024:i:2:p:195-206
    DOI: 10.22610/imbr.v16i2(I).3821
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    References listed on IDEAS

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    1. Yi-Kai Juan & Tseng-Wei Chao, 2015. "Game-Based Learning for Green Building Education," Sustainability, MDPI, vol. 7(5), pages 1-17, May.
    2. Hao-Chiang Koong Lin & Yu-Hsuan Lin & Tao-Hua Wang & Lun-Ke Su & Yueh-Min Huang, 2021. "Effects of Incorporating Augmented Reality into a Board Game for High School Students’ Learning Motivation and Acceptance in Health Education," Sustainability, MDPI, vol. 13(6), pages 1-14, March.
    3. Rebecca Yvonne Bayeck, 2020. "Examining Board Gameplay and Learning: A Multidisciplinary Review of Recent Research," Simulation & Gaming, , vol. 51(4), pages 411-431, August.
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