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The use of interactive learning materials is acknowledged as an essential part in the educational process. Technological developments enabled educational institutions to discover possibilities on the use of game based learning (GBL) to determine the usability, efficacy and usefulness of games in the teaching and learning (T&L) process. These research-based digital games, including the ones targeted at the non-traditional adult learners, hold great potential to be effective tools in supporting learning considering the challenges of isolation and lack of interaction. Strategically designed and integrated GBL has the potential to improve the instructional and learning needs of the adult learners to perform in their academic endeavour. This empirical based paper intended to discover the GBL effects on the learners' performance through a normalized learning gain (N-Gain) score through the pre and post-test, and the GBL usability through the System Usability Scale (SUS). However, the result showed marginal effect on both evaluations.
Aziz et al. (Wed,) studied this question.
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