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.

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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
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article

Usability of 'The Networking Odyssey' through GameBased Learning for Networks Topic in Form Four Graph Theory

Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
article

Usability of 'The Networking Odyssey' through GameBased Learning for Networks Topic in Form Four Graph Theory

article en

Abstract

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.

Zenodo (CERN European Organization for Nuclear Research)
Sultan Idris Education University (MY)
Quality Education
Openalex Percentile: Top 50%
Educational Games and Gamification
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