Abstract
The “Jejak Sejarah” mobile application was developed to enhance the learning experience of Malaysian history for Form Four students. The traditional methods of teaching history were often seen as monotonous, leading to reduced student engagement (Hassan & Mohamad, 2019). This study aimed to create an interactive learning tool incorporating gamification elements, quizzes, and a mind-map generator to improve learning outcomes. The development followed the ADDIE model, ensuring a systematic approach from analysis to evaluation (DeBell, 2020). The application provided chapter-based notes, interactive quizzes, and mind maps generated using Python and Graphviz (Xiao et al., 2023). The evaluation was conducted using the EGameFlow framework, measuring aspects such as concentration, goal clarity, feedback, and immersion (Fu, Su, & Yu, 2009). The results indicated that students found the application engaging and effective in enhancing their understanding of historical content. While some limitations were noted, such as incomplete syllabus coverage and lack of iOS support, future improvements could address these gaps. Overall, this project demonstrated the potential of mobile applications in making history learning more enjoyable and interactive for students.
Metadata
| Item Type: | Article |
|---|---|
| Creators: | Creators Email / ID Num. Ismail, Muhammad Akram 2022917527@student.uitm.edu.my Nasaruddin, Nor Intan Shafini norintan4463@uitm.edu.my |
| Subjects: | L Education > LB Theory and practice of education > Educational technology L Education > LB Theory and practice of education > Secondary education. High school teaching Q Science > QA Mathematics > Instruments and machines > Electronic Computers. Computer Science > Computer software > Application software |
| Divisions: | Universiti Teknologi MARA, Melaka > Jasin Campus > Faculty of Computer and Mathematical Sciences |
| Journal or Publication Title: | Progress in Computer and Mathematics Journal (PCMJ) |
| ISSN: | 3030-6728 |
| Volume: | 3 |
| Page Range: | pp. 412-425 |
| Keywords: | Mobile learning, History education, Interactive learning, EGameFlow |
| Date: | November 2025 |
| URI: | https://ir.uitm.edu.my/id/eprint/127996 |
