I-KNOW” board games are an innovation that has been introduced which consists of mechanical movement and involves electrical component. These board games have a lot of advantages to the users in terms of helping students with theoretical subjects and creating alternative ways of teaching. This product is designed to fulfil the needs and requirements of the user based on the survey that has been carried out before. Many students agreed they have problems and difficulties in learning theoretical subjects. This one will be a strong point for IKNOW board games to be introduced to the community. In addition, the statistic also shows students will be attracted to applying games in a classroom. By applying board games in the classroom will advance education in teaching and learning strategies, especially for the theoretical subject.
| Item Type: | Article |
|---|---|
| Creators: | Creators Email / ID Num. Rizalsham, Muhammad Afiq Zahran 2022834302@student.uitm.edu.my Rosman, Muhammad Farhan UNSPECIFIED Ahmad Sabri, Ahmad Waiz UNSPECIFIED Muhamad Shukri, Muhammad Shakirin UNSPECIFIED Luthfil Shahrial, Muhammad Riyadh UNSPECIFIED Pahroraji, Hazriel Faizal hazriel@uitm.edu.my |
| Subjects: | G Geography. Anthropology. Recreation > GV Recreation. Leisure > Games and amusements > Indoor games and amusements > Board games. Move games L Education > LB Theory and practice of education > Teaching (Principles and practice) > Teaching aids and devices |
| Divisions: | Universiti Teknologi MARA, Kelantan > Machang Campus > Faculty of Information Management |
| Journal or Publication Title: | APS Proceedings |
| ISSN: | 003428568-X |
| Volume: | 5 |
| Number: | 1 |
| Page Range: | pp. 373-378 |
| Keywords: | Active learning, Board games in education, Educational toys |
| Date: | 15 July 2023 |
| URI: | https://ir.uitm.edu.my/id/eprint/144852 |
144852.pdf
