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.

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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

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article

PSYCHO-B`GREAT MODULE: UTILIZING NGT TO DEVELOP HEURISTIC ASSESSMENT STRATEGIES

Nor Asniza Ishak, Rozniza Zaharudin, Saidatul Ainoor Shaharim
International Journal of Education Psychology and Counseling
Educational and Psychological Assessments
article

PSYCHO-B`GREAT MODULE: UTILIZING NGT TO DEVELOP HEURISTIC ASSESSMENT STRATEGIES

Nor Asniza Ishak, Rozniza Zaharudin, Saidatul Ainoor Shaharim
article en

Abstract

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.

International Journal of Education Psychology and CounselingVol. 10(57)
Universiti Sains Malaysia (MY)
Universiti Sains Malaysia
Openalex Percentile: Top 91%
Educational and Psychological Assessments
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