Stem-booster via game-based learning module for non-academic tahfiz students/ Siti Nurleena Abu Mansor ... [et al.]

Abu Mansor, Siti Nurleena and Abd Rahman, Nor Hanim and Saad, Siti Mariam and Omar, Mahanim and Yahaya, Syarul Heiry (2023) Stem-booster via game-based learning module for non-academic tahfiz students/ Siti Nurleena Abu Mansor ... [et al.]. In: TEACHING AND LEARNING POSTER IDEA (TALPI 2023). Unit Penerbitan Universiti Teknologi MARA Perak Branch, Universiti Teknologi MARA, Perak, pp. 39-40. ISBN 978-967-2776-22-2

Abstract

The absence of academic subjects throughout the three-year of tahfiz memorization may cause the students to lose interest in STEM subjects. As a result, a non-digital game-based module is developed to support their teaching and learning. The main objective of this innovation is to increase students’ interest in STEM subjects, particularly Mathematics, and to equip them with the fundamental foundation prior to returning to upper secondary school. This module includes four selected non-digital real-world relatable games: arithmetic fractions of a cafe and restaurants, geometry puzzle block and draw, speed and velocity games of Tic-tac-toe, and strategic-coordinate military-game. These games are chosen based on the lower secondary school mathematics curriculum and are introduced to students based on their level of comprehension. This module is applied to Maahad Riyadhil Quran (MRIQ) students during a prescribed program. The uniqueness of this module is that it incorporates
cognitive and psychomotor skills for each of the non-digital games, making it an interesting teaching and learning aid to overcome interest-gaps in STEM courses for non-academic tahfiz students.This module has positively affected students' interest to comprehend the value of mathematics, as seen by the results. This method, in the students’ opinions, increased their interest in mathematics and widened their perspectives on the topics. Non-digital games have societal potential benefits, such as improving students’ engagement by making learning more dynamic, interactive, enjoyable and at the same time, more challenging. Students are incentivized to participate and strive for excellence, which enhances
interest not only in mathematics, but also in retention, motivation, personalized learning and social interaction. The innovative module has a commercial potential, where workshops or events can be hosted to create enthusiasm and interest among students and parents, while also engaging them in the design process by soliciting their thoughts and opinions to increase excitement and ownership.

Metadata

Item Type: Book Section
Creators:
Creators
Email / ID Num.
Abu Mansor, Siti Nurleena
sitin140@uitm.edu.my
Abd Rahman, Nor Hanim
UNSPECIFIED
Saad, Siti Mariam
UNSPECIFIED
Omar, Mahanim
UNSPECIFIED
Yahaya, Syarul Heiry
UNSPECIFIED
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education > Creative ability. Imagination. Creative thinking. Concept learning. Constructivism (Education)
Divisions: Universiti Teknologi MARA, Perak > Office of Research and Industrial, Community and Alumni Networking
Journal or Publication Title: TEACHING IDEASTEACHING AND LEARNING POSTER IDEAS (TALPI 2023)
ISSN: 978-967-2776-22-2
Page Range: pp. 39-40
Keywords: STEM; non-digital game; game-based learning; mathematics
Date: October 2023
URI: https://ir.uitm.edu.my/id/eprint/89778
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