Modeling values through play: development of the CTCL-VAL40 game-based learning self-report instrument

Nik Hassan, Nik Fakrulhazri and Abdol Ghapar, Marha and Shamsudin, Azlina and Ibrahim, Norlaila (2026) Modeling values through play: development of the CTCL-VAL40 game-based learning self-report instrument. 2nd Global Accounting Innovation Showcase (GAIS) 2026, 1 (1): 27. pp. 112-115. ISSN 978-629-96340-3-4
Abstract

In facing the new generation of learners, academicians in Malaysian Higher Education Institutions have demonstrated increasing creativity and innovation in designing active teaching and learning methods. The Climb the Corporate Ladder (CTCL) board game incorporates game-based learning strategies to enrich students’ learning experiences. Grounded in management theories and principles, the game simulates the four main functions of management—planning, organizing, leading, and controlling— through dynamic and interactive play. Its objectives include improving student engagement, strengthening knowledge retention, and bridging the gap between theory and practice. This study introduces the CTCL-VAL40 model, the first assessment instrument designed for this game-based learning environment. Using a 5-point Likert scale and consisting of 40 items, the model evaluates Cognitive Learning, Affective Learning, Psychomotor Learning, and Social & Collaborative Values. Through this measurement, the model captures students’ comprehension, application of management concepts, ethical decision-making, motivation, teamwork, leadership, and communication skills. The CTCL game aligns with UiTM’s PEO, PLO, and evaluates the CLO for the Fundamentals of Management course.

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