Play to place physical gameboard as learning tools of engagement and collaboration towards learning outcomes

Mohd Nadzamuddin, Ahmad Faiz and Sayed Abul Khair, Sayed Muhammad Aiman and Mohd Yunus, Muhammad Assyahmizi and Arman, Muhammad Faris and Zainal Abidin, Mohammad Nazrin and Yuserrie, Farid Al Hakeem (2026) Play to place physical gameboard as learning tools of engagement and collaboration towards learning outcomes. Idealogy Journal, 11 (1). pp. 194-206. ISSN 2550-214X

Official URL: https://idealogyjournal.com/

Identification Number (DOI): 10.24191/idealogy.v11i1.947

Abstract

Gamification offers new possibilities for architectural education by transforming site analysis from a passive, descriptive task into an active and collaborative learning experience. Traditional approaches often limit engagement and critical interpretation, whereas gamified methods can sustain motivation, usability, and peer collaboration while linking site data to meaningful learning outcomes. This study examines the Play to Place Physical Gameboards – Seri Iskandar (P2P–SI) module, designed to integrate local cultural narratives, tangible play mechanics, and storytelling into site exploration. Grounded in constructivist and experiential learning traditions and supported by gamification theory, the research focused on three dimensions: engagement and usability, social and collaborative impacts, and learning outcomes. The module was implemented with 101 second-year architecture students at Universiti Teknologi MARA, Perak Branch, during site analysis exercises. Data were collected through a structured questionnaire and analysed using Partial Least Squares Structural Equation Modelling (PLS-SEM) to test the relationships between the three dimensions. The results show that engagement and usability directly influenced learning outcomes and strongly shaped social and collaborative impacts, while collaboration in turn enhanced learning outcomes. Students highlighted that clear rules, intuitive play, and immediate feedback supported sustained engagement, while collaborative play improved communication, teamwork, and shared site interpretation. These findings demonstrate that embedding usability and collaboration within gamified tools can produce stronger outcomes, including spatial reasoning, cultural understanding, and reflective thinking. The study positions P2P–SI as a student-centred and culturally relevant pedagogical innovation that bridges technical knowledge with social and reflective dimensions of architectural design education.

Metadata

Item Type: Article
Creators:
Creators
Email / ID Num.
Mohd Nadzamuddin, Ahmad Faiz
ahmadfaizmn@uitm.edu.my
Sayed Abul Khair, Sayed Muhammad Aiman
sayed705@uitm.edu.my
Mohd Yunus, Muhammad Assyahmizi
assyahmizi@uitm.edu.my
Arman, Muhammad Faris
farisarman@uitm.edu.my
Zainal Abidin, Mohammad Nazrin
m_nazrin@uitm.edu.my
Yuserrie, Farid Al Hakeem
farid933@uitm.edu.my
Subjects: L Education > LB Theory and practice of education > Teaching (Principles and practice) > Interactive multimedia
N Fine Arts > NA Architecture > Study and teaching. Research
Divisions: Universiti Teknologi MARA, Perak > Seri Iskandar Campus > Faculty of Art and Design
Journal or Publication Title: Idealogy Journal
UiTM Journal Collections: UiTM Journals > Idealogy Journal (IdJ)
ISSN: 2550-214X
Volume: 11
Number: 1
Page Range: pp. 194-206
Keywords: Architecture gamification, Learning engagement, Learning outcome, Collaborative learning, Site-based pedagogy
Date: April 2026
URI: https://ir.uitm.edu.my/id/eprint/135714
Edit Item
Edit Item

Download

[thumbnail of 135714.pdf] Text
135714.pdf

Download (674kB)

ID Number

135714

Indexing

Altmetric
PlumX
Dimensions

Statistic

Statistic details