Enhancing stem education through game-based learning: a case study of 'enchanted alchemical adventures of acid and base

Mohd Yusof, Norhayati and Abd Rahim, Muhammad Amirul Fahmi and Ismail, Isma Iwana and Roseni, Nur Rahwani Rifqah and Abd Rahman, Umi Humairah and Ragzali, Nur Hazirah (2024) Enhancing stem education through game-based learning: a case study of 'enchanted alchemical adventures of acid and base. In: Proceedings Of Johor International Innovation Invention Competition And Symposium 2024. Universiti Teknologi MARA Cawangan Johor Kampus Pasir Gudang, Universiti Teknologi MARA, Johor, pp. 139-144. ISBN 978-967-0033-25-9

Abstract

Educational resources are crucial for enhancing the effectiveness of lesson delivery. The Game-Based Educational Courseware embraces the 2024 Malaysian Teachers Day theme, "Guru Jauhari Digital Aspirasi Negara Madani," and introduces a revolutionary approach to education by transforming traditional courses into interactive and captivating experiences. This courseware incorporates digitally created educational resources, combining technology and education to create a flexible learning environment that caters to the varying needs of students. Traditional educational methods frequently encounter difficulties in properly captivating students, resulting in restricted academic achievements and disinterested learners. This courseware, created using the ADDIE Model, has two main goals: to encourage the study of STEM courses by employing interactive learning techniques, and to improve critical thinking abilities by including game-based learning that aligns with chemistry curriculum standards. The educational courseware, "Enchanted Alchemical Adventures of Acid and Base," utilises interactive exercises and multimedia components to engage students and enhance their learning experience. The programme incorporates the use of repetition and reinforcement in an interactive game format to guarantee the long-term retention of information. Initial results suggest that the courseware has notable advantages, such as being in line with curriculum standards, improving ICT skills, and promoting critical thinking and problem-solving abilities. Furthermore, it provides self-paced educational resources, enhancing the learning process. By utilising this groundbreaking method, instructors are able to establish enhanced learning environments that stimulate and encourage pupils. The Game-Based Educational Courseware not only aligns with curricular standards but also promotes dynamic and pleasant educational experiences, hence ensuring improved learning results.

Metadata

Item Type: Book Section
Creators:
Creators
Email / ID Num.
Mohd Yusof, Norhayati
UNSPECIFIED
Abd Rahim, Muhammad Amirul Fahmi
UNSPECIFIED
Ismail, Isma Iwana
UNSPECIFIED
Roseni, Nur Rahwani Rifqah
UNSPECIFIED
Abd Rahman, Umi Humairah
UNSPECIFIED
Ragzali, Nur Hazirah
UNSPECIFIED
Subjects: L Education > LB Theory and practice of education > Educational technology
L Education > LB Theory and practice of education > Blended learning. Computer assisted instruction. Programmed instruction
Divisions: Universiti Teknologi MARA, Johor > Pasir Gudang Campus > College of Computing, Informatics and Mathematics
Volume: 2
Page Range: pp. 139-144
Keywords: Game-based educational courseware, STEM education, Critical thinking skills, Game-based learning, Self learning
Date: 2024
URI: https://ir.uitm.edu.my/id/eprint/135079
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