“ANXISCAPE”: An Adventure in Conquering Anxiety Via Game-Based Learning For Students

  • Mohd Nabil Zulhemay Universiti Teknologi MARA
  • Albin Lemuel Kushan Universiti Teknologi MARA
  • Nor Intan Shafini Nasaruddin Universiti Teknologi MARA
Keywords: Game-Based Learning, Anxiety, Game Development Life Cycle, Enjoyment Evaluation, Mental Health Education

Abstract

This study discusses the development and evaluation of a Game-Based Learning (GBL) application designed to educate students about anxiety disorders. The study addresses the challenge of engaging students in mental health education by creating an interactive game called “AnxiScape” using the Game Development Life Cycle (GDLC) methodology. The game aims to enhance students’ understanding of anxiety through an enjoyable and immersive experience. Evaluation results, based on the E-Game Flow Model and Heuristic Evaluation, indicate high levels of user enjoyment (90%) and usability (85.4%), demonstrating the game’s effectiveness in capturing attention, providing feedback, and improving knowledge. Integrating educational content with interactive elements can significantly enhance learning outcomes. The study suggests future improvements to optimize the game’s performance and balance educational depth with user engagement.

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Published
2024-11-25
How to Cite
Zulhemay , M. N., Kushan, A. L., & Nasaruddin, N. I. S. (2024). “ANXISCAPE”: An Adventure in Conquering Anxiety Via Game-Based Learning For Students. Information Management and Business Review, 16(4(S)I), 49-54. https://doi.org/10.22610/imbr.v16i4(S)I.4276
Section
Research Paper