Enhancing Competency Readiness in Game Design Education: A Rasch Analysis of the Anim4Games Self-Learning Module

This study investigates the effectiveness of the Anim4Games Self-Learning Module in improving knowledge, digital skills, and competency readiness among first-year game design students at Universiti Teknologi MARA (UiTM).A quasi-experimental pretest-posttest design was employed with 64 students, divided into an Experimental Group (EG) and a Control Group (CG).Data were analyzed using the Rasch model procedures, complemented by Wright maps for visual interpretation.Results revealed significant improvements in the EG across all three constructs: in-game animation knowledge, digital skillset creation, and competence readiness.Person reliability values (0.97-0.98) and Cronbach's alpha (0.98) indicated high internal consistency.The Rasch model highlighted item difficulty, stability, and meaningful shifts in student ability distributions.Findings affirm the module's effectiveness in bridging skills gaps in game design education and underscore the value of Rasch analysis as an evaluative tool.

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Publication Details

Journal
International Journal of Academic Research in Progressive Education and Development
Published
2025-08-28
DOI
https://doi.org/10.6007/ijarped/v14-i3/26387
Primary Topic
Educational Games and Gamification
Type
article
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0.00
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article

Enhancing Competency Readiness in Game Design Education: A Rasch Analysis of the Anim4Games Self-Learning Module

Wong Yoke Seng, Wee Hoe Tan, Wan Nor Raihan Wan Ramli
International Journal of Academic Research in Progressive Education and Development
Educational Games and Gamification
article

Enhancing Competency Readiness in Game Design Education: A Rasch Analysis of the Anim4Games Self-Learning Module

Wong Yoke Seng, Wee Hoe Tan, Wan Nor Raihan Wan Ramli
article en

Abstract

This study investigates the effectiveness of the Anim4Games Self-Learning Module in improving knowledge, digital skills, and competency readiness among first-year game design students at Universiti Teknologi MARA (UiTM).A quasi-experimental pretest-posttest design was employed with 64 students, divided into an Experimental Group (EG) and a Control Group (CG).Data were analyzed using the Rasch model procedures, complemented by Wright maps for visual interpretation.Results revealed significant improvements in the EG across all three constructs: in-game animation knowledge, digital skillset creation, and competence readiness.Person reliability values (0.97-0.98) and Cronbach's alpha (0.98) indicated high internal consistency.The Rasch model highlighted item difficulty, stability, and meaningful shifts in student ability distributions.Findings affirm the module's effectiveness in bridging skills gaps in game design education and underscore the value of Rasch analysis as an evaluative tool.

International Journal of Academic Research in Progressive Education and DevelopmentVol. 14(3)
Openalex Percentile: Top 75%
Educational Games and Gamification
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Enhancing Competency Readiness in Game Design Education: A Rasch Analysis of the Anim4Games Self-Learning Module — Wong Yoke Seng, Wee Hoe Tan, et al. · International Journal of Academic Research in Progressive Education and Development (2025) | TGRS Research Map | TGRS