Development of board game as teaching aids for basic electronics courses

Zubaidah Abdul Rahman(1), Rasmaliza Rashid(2), Siti Sarah Malini Mohd Hanifa(3),
(1) Department of Electrical Engineering, Politeknik Kuala Terengganu  Malaysia
(2) Department of Electrical Engineering, Politeknik Kuala Terengganu  Indonesia
(3) Department of Electrical Engineering, Politeknik Kuala Terengganu  Malaysia

Corresponding Author


DOI : https://doi.org/10.32698/01611

Full Text:    Language : 

Abstract


A variety of teaching methods can help increase students' interest and focus on a subject. A game -based learning approach is suitable to be used by students for them to enhance their problem solving skills directly or indirectly during the game session. The students have difficulty remembering and understanding the symbols, structures and functions of electronic components causing them failed to answer assessment questions well. This teaching aids are specifically designed to enhance students’ understanding of basic electronics courses that have a variety of name, symbols, structure and functions to remember. Also suitable use during learning sessions because it can increase students' understanding through rapid learning and revision while playing. Due to limited electronic-based board games in the market, The Components was suggested as one of the learning tools, especially in the field of electrical engineering.

References


Ab Rahman, A., Sukari, A., Nozlan, N. N., Wan Mohd Nazirin, W. M. 'I., Abd. Shakor, M. F., Abdullah Thaidi, H. 'A., & Ab Rahman, M. F. (2021). Gamifikasi Global Umrahaji Game (GUG) Dalam Pengajaran dan Pembelajaran Ke Arah Wawasan Kemakmuran Bersama 2030. E-Prosiding Seminar Antarabangsa Islam Dan Sains 2021, 130–140.

Abd Rahman, R., Shamsuddin, S., Hamzah, H., Ishak, N., & Ilias, K. (2021). visualisasi kolaboratif dalam pembelajaran berkonsep abstrak cellular respiration. Jurnal Penyelidikan Dedikasi Jilid 19 , Bil. 1, 119–142.

Desa, M., Mohd Amin, N., Yih Mah, B., Raja Berahi, R. R., Affendy Lee, N. A., Ab. Latif, N. A., & Zulkifli, C. N. (2021). Peningkatan Motivasi Pelajar Dalam Pemahaman dan Penggunaan Penanda Wacana Bahasa Inggeris Dengan Menggunakan Permainan Papan Link-It. Borneo Akademia UiTM Cawangan Sabah, 5(1), 41–51.

Hawkinson, E. (2013). Board Game Design and Implementation for Specific Language Learning Goals. The Asian Conference on Language Learning 2013, 317–326. Retrieved 2022, from https://scholar.google.com/.

Jamaluddin, J., Mohd Din, N., Ahmad, M. A. N., Abdul Jabar, F., Mohamad fadzillah, N. S., & Husin, Z. (2016). Keberkesanan Kaedah Permainan dalam Pengajaran dan Pembelajaran Prinsip Perakaunan di Sekolah Menengah. KONAKA, 53–57. Retrieved 2022, from https://www.researchgate.net/publications/318361419.

Kim, J., & Park, N. (2019). Development of a board game-based Gamification Learning Model for training on the principles of Artificial Intelligence Learning in elementary courses. Journal of The Korean Association of Information Education, 23(3), 229–235. https://doi.org/10.14352/jkaie.2019.23.3.229

Mohd Mydin, A., Abu Mansor, S. N., Wan Mohammad, W. A., Omar, M., Kechil, R., & Saad, S. M. (2021). InCeS: Pembelajaran Berasaskan Permainan. SIG: e-Learning@CS, 45–53.

Noda, S., Shirotsuki, K., & Nakao, M. (2019). The effectiveness of intervention with Board Games: A Systematic Review. BioPsychoSocial Medicine, 13(1). https://doi.org/10.1186/s13030-019-0164-1

Rahayu, S. (2016). Peningkatan Keaktifan dan Hasil Belajar Konsep Mol Menggunakan Papan Permainan Monopoli Sebagai Pembelajaran PAIKEM. Didaktikum: Jurnal Penelitian Tindakan Kelas, 17(5), 82–88. Retrieved 2022, from https://scholar.google.com/.

Setyaningsih, M. D., & Dewi, N. R. (2015). Pengembangan Media Papan Permainan Berbasis Scince-Edutainment Tema Makanan Untuk Siswa Kelas VIII. Unnes Science Education Journal, 4(3), 965–972. Retrieved 2022, from https://journal.unnes.ac.id/sju/index.php/usej.

Triastuti, D., Akbar, S., & Irawan, E. B. (2017). Pengembangan Media Papan Permainan Panjat Pinang. Jurnal Pendidikan, 2(10), 1344–1350. Retrieved 2022, from https://scholar.google.com/.

Zulkiflee Chandra, Z. (2013). The WORD Game: Penggunaan Papan Permainan Dalam Meningkatkan Kosa Kata Pelajar. Persidangan Pendidikan (Penyelidikan Dan Inovasi), CIE-TVET 2013, 170–179.


Article Metrics

 Abstract Views : 81 times
 PDF Downloaded : 31 times

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.