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Type :article
Subject :L Education (General)
Main Author :Amri Yusoff
Additional Authors :Shanizan Herman Mohd Radzi
Tan, Wee Hoe
Title :Shipping management simulation game for teaching and learning in higher education: a quasi-experimental study
Place of Production :Tanjong Malim
Publisher :Fakulti Seni, Komputeran dan Industri Kreatif
Year of Publication :2019
Corporate Name :Universiti Pendidikan Sultan Idris

Abstract : Universiti Pendidikan Sultan Idris
Purpose – This study examines the effects of a simulation board game  for  teaching  and  learning  shipping  management  in  higher education.  A  framework  of  comprehensive  shipping  operations is developed according to the syllabus of  the  Shipping  Management course at Universiti Utara Malaysia. The course core content in the game covers  two main services—liner services and tramp services in the shipping industry. Methodology – A quasi-experimental research design was adopted to measure the  effectiveness  of the board game  in giving students some understanding about shipping operations. Data were gathered from a sample of 73 undergraduate students enrolled in a Shipping Management course, using  a non-equivalent control group  design. The data were analysed using  the McNemar Test to determine the level of understanding in shipping operations. Findings  –  It  was  found  that  using  the  board  game  in  learning activities  contributed  to  the improvement of  students’  knowledge and  skills.  A  performance  comparison  indicated  that  there  were differences in students’ achievement for the tramp services and liner services contents. Signi?cance – The framework for the shipping management board game aims to provide the best learning experience for students when they immerse themselves in solving problems and making decisions in  the  game. The  framework  can  be used  as  a  benchmark in  the practice of game-based learning, particularly by affording students the opportunity to engage in learning by doing. Furthermore, this framework introduces a  tangible problem space through  the board game,  encouraging  students  to  discover  knowledge  at  their  own pace in a non-threatening environment.  

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