History education: interactive and collaborative learning through gamification (based on Malaysian curriculum)

Shari, Norhasimah and Zulkifle, Nurul Atiqah and Fernandez, Diane Christine and Mohamad Santosa, Muhamad Syahmi and Zaini, Nur Suhaina Izzati and Krishnamoorthy, Pasumitha and Yeow, Hui En and Jamaludin, Fazdlina (2023) History education: interactive and collaborative learning through gamification (based on Malaysian curriculum). Malaysia Journal of Invention and Innovation, 2 (6): 3. pp. 16-21. ISSN 2976-2170

Official URL: https://journal.academicapress.org/aps/index.php/m...

Identification Number (DOI): 10.64382/mjii.v2i6.44

Abstract

The number of students passing History in secondary school has shown a downward trend recently. Among the factors contributing to the downward trend are that students think that History subject is difficult to learn as students require knowing many facts, and History is considered boring among school students. The younger generation is known to live with multiple devices, such as computers and mobile phones. However, using these devices in learning activities has not been actively adopted in the Malaysian school environment, and the system still uses a conventional method to deliver the syllabus. Using teaching aids such as interactive videos and gamification techniques helps teaching and learning activities become more interesting and effective through blended learning. The integration of gamification techniques in non-game settings, especially education, has rapidly increased to enhance learner motivation, engagement, performance and provide a better learning experience. The innovation in history education through gamification can be used in formal and informal education settings. History education through gamification techniques can contribute to a more flexible, innovative, and creative syllabus that can be used for face-to-face and online learning. Moreover, it is recommended that such education gamification be commercialized and included as a free source for all Malaysian students to ensure education reachability and accessibility. With this idea put forward, it is hoped that the policymakers and government may subsidies such applications to spark students' interest in learning History in a fun and interactive manner.

Metadata

Item Type: Article
Creators:
Creators
Email / ID Num.
Shari, Norhasimah
norhasimah@micost.edu.my
Zulkifle, Nurul Atiqah
nurulatiqahzulkifle@gmail.com
Fernandez, Diane Christine
diane@micost.edu.my
Mohamad Santosa, Muhamad Syahmi
muhamadsyahmi@micost.edu.my
Zaini, Nur Suhaina Izzati
suhaina@micost.edu.my
Krishnamoorthy, Pasumitha
palysia057@gmail.com
Yeow, Hui En
enzyxxxx@gmail.com
Jamaludin, Fazdlina
fazdlina@micost.edu.my
Subjects: D History General and Old World > DS History of Asia > Southeast Asia > Malaysia. Malay Peninsula. Straits Settlements
L Education > LB Theory and practice of education > Educational technology > Malaysia
Divisions: Universiti Teknologi MARA, Kelantan > Machang Campus > Faculty of Information Management
Journal or Publication Title: Malaysia Journal of Invention and Innovation
ISSN: 2976-2170
Volume: 2
Number: 6
Page Range: pp. 16-21
Related URLs:
Keywords: Blended learning, Gamification in education, History
Date: 5 November 2023
URI: https://ir.uitm.edu.my/id/eprint/127972
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