PSYCHO-B`GREAT MODULE: UTILIZING NGT TO DEVELOP HEURISTIC ASSESSMENT STRATEGIES
This study evaluates Malaysian lecturers' perceptions of a prototype Mobile Game-Based Learning (mGBL) application using a heuristic assessment strategy through the Nominal Group Technique (NGT). The objective is to assess the usability and effectiveness of the Psycho-B`GREAT Module in higher education. A qualitative approach was employed, where five educators evaluated four key components: Game Usability (GU), Mobility (MO), Game Playability (PL), and Learning Context (LC). The assessment process involved structured discussions and consensus-building through NGT. Findings indicate high acceptance, with game control flexibility (100%) and help availability (100%) receiving the highest ratings. Additionally, learning content provision and content understandability both scored 100%. However, concerns included stigma (85.71%), lack of understanding (90.48%), and fear of evaluation (95.24%). These findings highlight the need for systematic strategies to enhance mobile learning effectiveness and support the broader integration of game-based learning in education.
Authors
- Nor Asniza Ishak (ORCID: https://orcid.org/0000-0001-6049-5779)
- Rozniza Zaharudin (ORCID: https://orcid.org/0000-0002-7444-569X)
- Saidatul Ainoor Shaharim
Institutions
- Universiti Sains Malaysia (MY)
Publication Details
- Journal
- International Journal of Education Psychology and Counseling
- Published
- 2025-03-28
- DOI
- https://doi.org/10.35631/ijepc.1057051
- Primary Topic
- Educational and Psychological Assessments
- Type
- article
- Field-Weighted Citation Impact
- 0.00
Funders
- Universiti Sains Malaysia