Digital Game Based Learning Tools: An Analytic Hierarchy Process (AHP) in Macroeconomics at a Tertiary Education Level
Noormahayu Mohd Nasir, Muhammad Adidinizar Zia Ahmad Kusairee, Zarul Azhar Nasir, Siti Nur’Amalina Syeddin, Nor Zarina Mohd Salim, Abdul Rahim Ridzuan
Abstract
Learning economics can be challenging for most tertiary education students. The main issues in learning economics are a low visualization skills and difficulty memorizing, leading to the inability to comprehend the economics concept and its application. Therefore, this paper determines the criteria and priority used by tertiary education students in choosing digital game-based learning tools in macroeconomics. This study administered a pair-wise comparison survey to 72 tertiary education students in UiTM Perak Branch Tapah Campus. Their judgements were then analysed by a multi-criteria decision-making method, the Analytical Hierarchy Process (AHP). Three main criteria consisted of ‘Environment, Motivation and Persuasion Factors’ were identified, which had five sub-criteria each. The results found that ‘Learner Focus’, ‘Negotiation’, ‘Autonomy’, ‘Compatibility’ and ‘Prior Knowledge’ sub-criteria are the top five priorities in choosing DGBL tools. Thus, prioritising on these criteria will ensure high usage of DGBL tools and high students’ academic performance in the future.
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