Stem-modules using gamification as induction teaching aids for non-academic tahfiz students / Nor Hanim Abd Rahman ... [et al.]

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’...

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Main Authors: Abd Rahman, Nor Hanim, Abu Mansor, Siti Nurleena, Saad, Siti Mariam, Yahaya, Syarul Heiry, Omar, Mahanim
Format: Book Section
Language:English
Published: Universiti Teknologi MARA, Kedah 2023
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Online Access:https://ir.uitm.edu.my/id/eprint/83313/1/83313.pdf
https://ir.uitm.edu.my/id/eprint/83313/
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Institution: Universiti Teknologi Mara
Language: English
id my.uitm.ir.83313
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spelling my.uitm.ir.833132023-09-06T00:49:23Z https://ir.uitm.edu.my/id/eprint/83313/ Stem-modules using gamification as induction teaching aids for non-academic tahfiz students / Nor Hanim Abd Rahman ... [et al.] Abd Rahman, Nor Hanim Abu Mansor, Siti Nurleena Saad, Siti Mariam Yahaya, Syarul Heiry Omar, Mahanim Educational technology Learning. Learning strategies Learning ability 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. [methodology] 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. Universiti Teknologi MARA, Kedah 2023 Book Section NonPeerReviewed text en https://ir.uitm.edu.my/id/eprint/83313/1/83313.pdf Stem-modules using gamification as induction teaching aids for non-academic tahfiz students / Nor Hanim Abd Rahman ... [et al.]. (2023) In: International Teaching Aid Competition 2023. Universiti Teknologi MARA, Kedah, pp. 153-160. ISBN 9789672948513
institution Universiti Teknologi Mara
building Tun Abdul Razak Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Mara
content_source UiTM Institutional Repository
url_provider http://ir.uitm.edu.my/
language English
topic Educational technology
Learning. Learning strategies
Learning ability
spellingShingle Educational technology
Learning. Learning strategies
Learning ability
Abd Rahman, Nor Hanim
Abu Mansor, Siti Nurleena
Saad, Siti Mariam
Yahaya, Syarul Heiry
Omar, Mahanim
Stem-modules using gamification as induction teaching aids for non-academic tahfiz students / Nor Hanim Abd Rahman ... [et al.]
description 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. [methodology] 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.
format Book Section
author Abd Rahman, Nor Hanim
Abu Mansor, Siti Nurleena
Saad, Siti Mariam
Yahaya, Syarul Heiry
Omar, Mahanim
author_facet Abd Rahman, Nor Hanim
Abu Mansor, Siti Nurleena
Saad, Siti Mariam
Yahaya, Syarul Heiry
Omar, Mahanim
author_sort Abd Rahman, Nor Hanim
title Stem-modules using gamification as induction teaching aids for non-academic tahfiz students / Nor Hanim Abd Rahman ... [et al.]
title_short Stem-modules using gamification as induction teaching aids for non-academic tahfiz students / Nor Hanim Abd Rahman ... [et al.]
title_full Stem-modules using gamification as induction teaching aids for non-academic tahfiz students / Nor Hanim Abd Rahman ... [et al.]
title_fullStr Stem-modules using gamification as induction teaching aids for non-academic tahfiz students / Nor Hanim Abd Rahman ... [et al.]
title_full_unstemmed Stem-modules using gamification as induction teaching aids for non-academic tahfiz students / Nor Hanim Abd Rahman ... [et al.]
title_sort stem-modules using gamification as induction teaching aids for non-academic tahfiz students / nor hanim abd rahman ... [et al.]
publisher Universiti Teknologi MARA, Kedah
publishDate 2023
url https://ir.uitm.edu.my/id/eprint/83313/1/83313.pdf
https://ir.uitm.edu.my/id/eprint/83313/
_version_ 1778165939808763904