Journal Screenshot

International Journal of Academic Research in Progressive Education and Development

Open Access Journal

ISSN: 2226-6348

Effectiveness of Virtual Explorace Game Towards Students’ Performance in Physics Subject During Pre-Diploma Programme

Siti Nafisah Md Rashid, Siti Zaubidah Abdullah, Nurulizzati Makhtar, Nor Fadhlin Jaafar, Nur’ Ain Zuraimi

http://dx.doi.org/10.6007/IJARPED/v12-i1/16108

Open access

The COVID-19 pandemic has affected most countries around the world, forcing most of Malaysia’s educational institutions to shift from face-to-face learning to e-learning or known as open and distance learning (ODL). Students must adopt new learning methods as educational technology advances in order to increase their interests, participations, and motivations in Science subjects’. The purpose of this study is to analyze and investigate the effectiveness of introducing game-based learning activities on students' performance in Physics classes. The research was carried out in UiTM Cawangan Negeri Sembilan Kampus Kuala Pilah, where the Virtual Physics Explorace activity was implemented for 52 Pre-Diploma students. It was carried out via the Telegram platform, with three checkpoints to be completed in a two-hours’ session. Each checkpoint contains a game created with online platforms such as Kahoot, Quizizz, and Word Wall templates, and it covers Physics’ topics such as measurement, kinematics, dynamics, energy, waves, optics, and electricity. The students' performance was evaluated based on the total scores they achieved during the activity and compared to their previous Sijil Pelajaran Malaysia’s (SPM) grade and continuous assessments’ grade in the Pre-Diploma programme. According to the findings, 65.71 percent of them received credit grade (at least a C) in Physics or Science subjects during SPM level, meanwhile 77.14 percent during the virtual Physics explorace activity, and 85.71 percent in their Physics continuous assessments’ marks. This also suggests that gamification can be used as a multifaceted tool to improve students' engagement in class and their understanding of Physics' concepts in an interactive way.

Aadenan, A., Abdullah, S. Z., Jaafar, N. F., & Makhtar, N. (2018). Effective Learning using Newton’s Free Body Diagram (FBD) Ruler, Jurnal Inovasi Malaysia, 2(1), 61-74.
Yunus, A. C. C., & Hua, T. K. (2021). Exploring a Gamified Learning Tool in the ESL Classroom: The Case of Quizizz. Journal of Education and e-Learning Research, 8(1), 103-108.
Chin, K. E., Jiew, F. F., & Jupri, A. (2022). Mathematics Teachers’ Online Teaching Experience in Times of School Closures: The Case of Malaysia. Malaysian Journal of Learning and Instruction, 19(1), 59–84. https://doi.org/10.32890/mjli2022.19.3
Eldy, E. F., & Sulaiman, F. (2015). E-Learning in Physics Courses: A Preliminary of Students’ Acceptance. International Journal of Technical Research and Applications, 30(30), 21–23.
Essam, M., Jennifer, E., & Raju, V. (2020). Impact of Gamification on Higher Education; a Case Study on Limkokwing University of Creative Technology Campus in Cyberjaya, Malaysia. (May).
Hasram, S., Nasir, M. K. M., Mohamad, M., Daud, M. Y., Rahman, M. J. A., & Mohammad, W. M. R. W. (2021). The Effects of Wordwall Online Games (WOW) On English Language Vocabulary Learning Among Year 5 Pupils. Theory and Practice in Language Studies, 11(9), 1059–1066. https://doi.org/10.17507/tpls.1109.11
Herout, L. (2016). Application of Gamification and Game-Based Learning in Education Proceedings of EDULEARN16 8th International Conference on Education and New Learning Technologies 4th-6th July 2016, Barcelona, Spain ISBN: 978-84-608-8860-4 1048 - 1053. http://dx.doi.org/10.13140/RG.2.1.1513.3680
Hidayanto, D. R., Munir, Rahman, E. F., & Kusnendar, J. (2017). The application of ADDIE model in developing adventure game-based multimedia learning to improve students' understanding of basic programming. Conference: 2017 3rd International Conference on Science in Information Technology (ICSITech) 307-312.
DOI:10.1109/ICSITech.2017.8257130.
Iksan, Z. H., & Saufian, S. M. (2017). Mobile learning: innovation in teaching and learning using Telegram. International Journal of Pedagogy and Teacher Education, 1(1), 19-26.
Ismail, M. E., Sa’Adan, N., Samsudin, M. A., Hamzah, N., Razali, N., & Mahazir, I. I. (2018). Implementation of the Gamification Concept Using KAHOOT! among TVET Students: An Observation. Journal of Physics: Conference Series, 1140(1).
https://doi.org/10.1088/1742-6596/1140/1/012013
Woei, J. R. L., Bikar, S. S., Rathakrishnan, B., & Rabe, Z. (2021). Integrasi Permainan Media Word Wall dalam Pendidikan Sejarah. Malaysian Journal of Social Sciences and Humanities (MJSSH), 6(4), 69–78. https://doi.org/10.47405/mjssh.v6i4.765
Kamasheva, A. V., Valeev, E. R., Yagudin, R. K., & Maksimova, K. R. (2015). Usage of gamification theory for increase motivation of employees. Mediterranean Journal of Social Sciences, 6(1S3), 77–80. https://doi.org/10.5901/mjss.2015.v6n1s3p77
KPM. (2013). Malaysia Education Blueprint 2013 - 2025. Education, 27(1), 1–268. Retrieved on 25 July 2022, from https://www.moe.gov.my/menumedia/media-cetak/penerbitan/dasar/1207-malaysia-education-blueprint-2013-2025/file
KPM. (2020). Edit_Surat Siaran KPM Bil 3 Tahun 2020_GP PdP Semasa PKP.pdf. Guidelines for the implementation of teaching and learning during Movement Control Order due to COVID-19. Kementerian Pendidikan Malaysia, p. 10. Retrieved on 25 July 2022, from https://www.moe.gov.my/pekeliling/3361-surat-siaran-kpm-bilangan-3-tahun-2020-garis-panduan-pelaksanaan-pengajaran-dan-pembelajaran-pdp-semasa-pkp-disebabkan-penularan-jangkitan-covid-19/file
Nawawi, N. M., Sout, N. M., Hassan, K. B., Samah, N. N. A., Kamaruddin, H. H., Khalid, R. M., & Azman, H. H. (2021). The perception of pre-university students on STEM. Journal of Physics: Conference Series, 1882(1). https://doi.org/10.1088/1742-6596/1882/1/012155
Alias, N., Siraj, S., Dewitt, D., Attaran, M., & Nordin, A. B. (2013). Evaluation on the usability of Physics module in a secondary school in Malaysia: Students’ retrospective. Malaysian Online Journal of Educational Technology, 1(1), 44–53. Retrieved from http://www.mojet.net/volume/mojet-volume01-issue01.pdf#page=50
Qing, Y. Q., & Abdul Halim, H. (2021). Teacher’s application of gamification in teaching English online in Malaysian secondary schools. International Journal of Education and Pedagogy, 3(4), 120–130.
Ab. Rahman, R., Ahmad, S., & Hashim, U. R. (2018). The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam ShaAb Rahman, R., Ahmad, S., & Rabaah Hashim, U. (n.d.). The effectiveness of gamification technique for higher education students engagement in po. International Journal of Educational Technology in Higher Education, 15(41). Retrieved from https://doi.org/10.1186/s41239-018-0123-0
Saleh, S. (2014). Malaysian students’ motivation towards Physics learning. European Journal of Science and Mathematics Education, 2(4), 223–232.
https://doi.org/10.30935/scimath/9414
Smiderle, R., Rigo, S. J., Marques, L. B., Coelho, J. A. P. D. M., Jaques, P. A. (2020). The impact of gamification on students’ learning, engagement and behavior based on their personality traits Smart Learning Environments, 7:3, 1-11.
https://doi.org/10.1186/s40561-019-0098-x
Yildiz, E. (2021). The Effect of Educational Game Method on Learning Achievements of Seventh-grade Students with Different Learning Styles. Science Education International, 32(2), 88-95.
Vinitsky-Pinsky, L., & Galili, I. (2014). The need to clarify the relationship between physics and mathematics in science curriculum: cultural knowledge as possible framework. Procedia-Social and Behavioral Sciences, 116, 611-616.

In-Text Citation: (Rashid et al., 2023)
To Cite this Article: Rashid, S. N. M., Abdullah, S. Z., Makhtar, N., Jaafar, N. F., & Zuraimi, N. A. (2023). Effectiveness of Virtual Explorace Game Towards Students’ Performance in Physics Subject During Pre-Diploma Programme. International Journal of Academic Research in Progressive Education and Development, 12(1), 49–59.