Otak-otak edugames: phygital learning

Amir Hakim, Adam and Azrul Azmi, Nor Alya Amani and Shaharim, Mohammad Syahir and Sharul Nizam, Hana Maisara and Abd Majid, Nur Sara (2025) Otak-otak edugames: phygital learning. In: The 14th international invention, innovation & design competition 2025 (INDES 2025), 2025, Universiti Teknologi MARA, Perak.

Abstract

This article examines the integration of phygital gamification into Malaysian primary education through the development of two games: "Solar Adventure" and "Time Travel." Using the System Development Life Cycle (SDLC) model, these games combine digital interactivity with physical gameplay to provide engaging, curriculum-aligned educational experiences. "Solar Adventure" immerses students in solar system exploration, while "Time Travel" deepens understanding of Malaysia's historical events, cultivating national pride. Both games feature interactive puzzles, quizzes, and coding elements, enhancing student engagement and learning outcomes. The structured SDLC approach ensures systematic alignment with educational objectives, supported by educator feedback and validated through competitions. This initiative demonstrates phygital gamification’s effectiveness in transforming learning environments and promoting critical thinking.

Metadata

Item Type: Conference or Workshop Item (Paper)
Creators:
Creators
Email / ID Num.
Amir Hakim, Adam
UNSPECIFIED
Azrul Azmi, Nor Alya Amani
UNSPECIFIED
Shaharim, Mohammad Syahir
UNSPECIFIED
Sharul Nizam, Hana Maisara
UNSPECIFIED
Abd Majid, Nur Sara
UNSPECIFIED
Subjects: A General Works > Academies and learned societies (General)
G Geography. Anthropology. Recreation > GV Recreation. Leisure > Games and amusements
Divisions: Universiti Teknologi MARA, Perak > Seri Iskandar Campus > Faculty of Architecture, Planning and Surveying
Journal or Publication Title: The 14th international invention, innovation & design competition 2025 (INDES 2025)
Event Title: The 14th international invention, innovation & design competition 2025 (INDES 2025)
Event Dates: 2025
Page Range: pp. 307-309
Keywords: Gamification, Primary school, Phygital
Date: 2025
URI: https://ir.uitm.edu.my/id/eprint/131448
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