Game-Based Learning Bipolar Journey: A Digital Exploration of Mood Swings
Authors
Fakulti Sains Komputer & Matematik Universiti Teknologi MARA Melaka, Malaysia (Malaysia)
Fakulti Sains Komputer & Matematik Universiti Teknologi MARA Melaka, Malaysia (Malaysia)
Fakulti Sains Komputer & Matematik Universiti Teknologi MARA Melaka, Malaysia (Malaysia)
Fakulti Sains Komputer & Matematik Universiti Teknologi MARA Melaka, Malaysia (Malaysia)
Akademi Pengajian Bahasa Pusat Asasi UiTM Cawangan Selangor (Malaysia)
Akademi Pengajian Bahasa Pusat Asasi UiTM Cawangan Selangor (Malaysia)
Article Information
DOI: 10.47772/IJRISS.2026.100500573
Subject Category: Education
Volume/Issue: 10/5 | Page No: 8541-8553
Publication Timeline
Submitted: 2026-05-20
Accepted: 2026-05-25
Published: 2026-06-08
Abstract
This paper discusses developing and evaluating a Game-Based Learning (GBL) application designed to educate people about bipolar disorder. The lack of engaging materials, specifically in the form of GBL application in learning about bipolar disorder (BD), is considered the point of departure for this study. This led to a lack of awareness and education, especially among people around bipolar disorder sufferers. Therefore, this application is intended to change the occurrence by giving people a chance to feel what’s in their (bipolar people's) shoes. The goal of this study is to design, develop, and evaluate user engagement on the GBL for the players. The Game Development Life Cycle (GDLC) is adopted as the development methodology. The engagement evaluation yielded a significant result of 86% overall. Integrating educational content with interactive elements can significantly enhance learning outcomes. This study suggests future improvements to optimize the game’s performance and balance educational depth with user engagement.
Keywords
Game-Based Learning, Bipolar Disorder, Game Development Life Cycle, Engagement Evaluation, Mental Health Education
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References
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