Malaysia Journal of Invention and Innovation (Jan 2023)

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

  • Nurfaizah Kamarudin,
  • Suhaida Halamy,
  • Mohsinin Mohsin

Journal volume & issue
Vol. 2, no. 1

Abstract

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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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