Usability of 'The Networking Odyssey' through GameBased Learning for Networks Topic in Form Four Graph Theory
Abstract- The study aims to develop and evaluate ‘The Networking Odyssey’, a game for teaching Networks in GraphTheory to Form Four students. It uses a Developmental Research Design (DRD) following the ADDIE Model, focusing onthe game’s validity and usability. The Content Validity Index (CVI) obtained from three experts was 1, indicatingexcellent validity. A pilot study involving 15 students achieved a Cronbach’s Alpha of 0.828, demonstrating strongreliability. Usability was evaluated using the Statistical Package for Social Sciences (SPSS), with the overall mean score of3.52 out of 4, signifying high usability across four constructs. The game incorporates Game-Based Learning (GBL) tomake STEM education more engaging by combining play and learning. It was found to increase students' interest andunderstanding of Graph Theory effectively. Therefore, ‘The Networking Odyssey’ is a valid and useful educational toolthat helps teachers improve students' understanding of Networks in Graph Theory.
Institutions
- Sultan Idris Education University (MY)
Publication Details
- Journal
- Zenodo (CERN European Organization for Nuclear Research)
- Published
- 2025-08-02
- DOI
- https://doi.org/10.5281/zenodo.16727491
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00