Gamified learning tool with integrated formative activities for basic electricity at diploma level

Students at the diploma level often face challenges in retaining and applying fundamental concepts of electricity. This is largely attributable to the persistence of passive pedagogical approaches and conventional assessments that provide minimal interactivity and lack prompt feedback. Such approaches are no longer effective in meeting the learning needs of 21st century students, who thrive in digital, engaging, and self-paced environments. As a result, this disconnect contributes to reduced motivation, shallow understanding, and weak knowledge retention, particularly in technical subjects like electricity. In response to this issue, this innovation introduces a game-based learning tool developed using an online platform, specifically designed to enhance learning of basic Electricity. The tool integrates formative assessment activities, including Multiple Choice Questions (MCQ), True/False, and Fill-in-the-Blank, to support knowledge-level outcomes. By offering interactive gameplay, real-time feedback and visual engagement, the tool aims to improve conceptual clarity, promote active learning, and sustain student motivation. This innovation supports flexible and independent learning while aligning with current trends in technology-enhanced education, offering a dynamic and student-centered alternative to conventional teaching methods in technical education.

Publication Details

Journal
UiTM Institutional Repositories (Universiti Teknologi MARA)
Published
2025-09-01
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Gamified learning tool with integrated formative activities for basic electricity at diploma level

UiTM Institutional Repositories (Universiti Teknologi MARA)
Educational Games and Gamification
article

Gamified learning tool with integrated formative activities for basic electricity at diploma level

article en

Abstract

Students at the diploma level often face challenges in retaining and applying fundamental concepts of electricity. This is largely attributable to the persistence of passive pedagogical approaches and conventional assessments that provide minimal interactivity and lack prompt feedback. Such approaches are no longer effective in meeting the learning needs of 21st century students, who thrive in digital, engaging, and self-paced environments. As a result, this disconnect contributes to reduced motivation, shallow understanding, and weak knowledge retention, particularly in technical subjects like electricity. In response to this issue, this innovation introduces a game-based learning tool developed using an online platform, specifically designed to enhance learning of basic Electricity. The tool integrates formative assessment activities, including Multiple Choice Questions (MCQ), True/False, and Fill-in-the-Blank, to support knowledge-level outcomes. By offering interactive gameplay, real-time feedback and visual engagement, the tool aims to improve conceptual clarity, promote active learning, and sustain student motivation. This innovation supports flexible and independent learning while aligning with current trends in technology-enhanced education, offering a dynamic and student-centered alternative to conventional teaching methods in technical education.

UiTM Institutional Repositories (Universiti Teknologi MARA)
Industry, innovation and infrastructure
Openalex Percentile: Top 33%
Educational Games and Gamification
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