Vol. 3, No. 1 Computer and Information Science 144 Exposure of Computer Games among IHL Students in Malaysia: Case Study of Computer Science Students in UiTM Terengganu Hasiah Mohamed @ Omar Faculty of Computer and Mathematical Sciences Universiti Teknologi MARA (UiTM), Dungun Campus, 2300 Dungun, Terengganu, Malaysia Tel: 60-9-840-3835 E-mail: hasia980@tganu.uitm.edu.my Nora Yanti Che Jan Faculty of Computer and Mathematical Sciences Universiti Teknologi MARA (UiTM) Dungun Campus, 2300 Dungun, Terengganu, Malaysia Tel: 60-9-840-3957 E-mail: noray084@tganu.uitm.edu.my Nik Marsyahariani Nik Daud Faculty of Computer and Mathematical Sciences Universiti Teknologi MARA (UiTM) Dungun Campus, 2300 Dungun, Terengganu, Malaysia Tel: 60-9-840-3770 E-mail: nikma944@tganu.uitm.edu.my Abstract A survey on users’ exposure of computer games among students of Institute of Higher Learning (IHL) has been done to gather useful information and relevant data regarding this study. This exploratory study focused on how exposure to computer games influenced students’ academic performance in two computer science related subjects from the student’s point of view. These two subjects were Fundamental of Computer Science (CSC119) and Introduction to Problem Solving (CSC125). The data was gathered from the questionnaire distributed among the whole population of Computer Science students from October–July 2007 intake (67 respondents) and then the data was analyzed using Statistical Package (SPSS version 12). From the analysis done, it is shown that respondents with early exposure score higher when compared to those with the late exposure. Keywords: Exposure, Computer games, Computer related subject, Opinion 1. Introduction Computer games have been a preference to most of computer users. Nowadays, it does not only focus on computer that we normally used in our office or house, but handheld devices such as handphone and Personal Digital Assistant (PDA) have also been a target platform for users to play computer games. Computer games come in various types to suit different user’s requirement such as role playing game, educational game, sport game and entertainment game. Researches reveal that the focal group in computer games is adolescents (Griffiths & Hunt, 1995; Subrahmanyam, Greenfield, Kraut, & Gross, 2001). There are many arguments regarding advantages and disadvantages of computer games towards users especially teenagers (Griffiths & Hunt, 1995; Subrahmanyam et al., 2001). List of the advantages starts with computer games play an important role in education and it is adequate enough to assist many people, namely students, with their learning. Learning process in computer games can be achieved in formal and informal approach. Research suggests that computer games can actually be educative, beneficial and does help in human learning and development activities. Researchers have found that people who play computer games have better vision and computer games also assist students in improving hand-eye coordination and improve reflexes (Dorman, 1997; Emes, 1997; Tazawa & Okada, 2001; Tazawa,