Educating and Engaging Higher Learning Students with Interactive Games of Information Management Education (i-GIME) v.2

Authors

  • Nurfaizah Kamarudin Universiti Teknologi MARA Cawangan Sarawak
  • Suhaida Halamy Universiti Teknologi MARA Cawangan Sarawak
  • Mohsinin Mohsin Universiti Teknologi MARA Cawangan Sarawak

Keywords:

i-GIME V2, game-based learning, education, engagement

Abstract

Game-based learning has grown in popularity since used during Covid-19. Many educators worldwide use game-based learning as an exciting and interactive tool. i-GIME v.2 has been enhanced with additional modules and menus to make learning and teaching more engaging and students more interested and motivated. The purpose of i-GIME v.2 is to help information management students improve their information literacy and cataloguing skills. i-GIME v.2 designed the course content with gaming components that revolutionized the teaching and learning technique using a few website applications. The importance of i-GIME v.2 can stimulate learning motivation and student activity to be engaged in learning. In addition, the application of game-based learning can also improve student learning outcomes and creativity. An online survey was undertaken to assess students' perceptions of i-GIME v.2. The survey included 46 students from a public higher education institution. According to the frequency analysis, the game-based learning technique boosted students' self-efficacy in information literacy and cataloguing skills. As a result, the authors conclude that game-based learning provides better findings in student learning than traditional classroom teaching.

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Published

2023-01-05

How to Cite

Nurfaizah Kamarudin, Suhaida Halamy, & Mohsinin Mohsin. (2023). Educating and Engaging Higher Learning Students with Interactive Games of Information Management Education (i-GIME) v.2. Malaysia Journal of Invention and Innovation, 2(1), 19–23. Retrieved from https://digit360.com.my/mjii/index.php/home/article/view/14