Abstract:Malaysian society, including students who use technology in their daily lives, have made technology a necessity. Among the media technologies that have a place in students’ hearts are serious games, convey information, emphasizing learning and not entertainment. A serious game is capable of creating self-directed active learning. In this study, the authors analyzed the key features of serious games that encourage learning in an academic environment. However, not many software specializes in problems for slow-r… Show more
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