Validation of a Game-Based Chemistry Learning Module (KimCraft): Expert Review and Preliminary Findings

Authors

  • Zuhailah Hashim School of Educational Studies, Universiti Sains Malaysia, Pulau Pinang, Malaysia
  • Nurul Ashikin Izhar School of Educational Studies, Universiti Sains Malaysia, Pulau Pinang, Malaysia
  • Muhammad Salehuddin Ahmad School of Educational Studies, Universiti Sains Malaysia, Pulau Pinang, Malaysia
  • Ahmad Haziq Danial Hussaini UniKL, Malaysian Spanish Institute, Malaysia

DOI:

https://doi.org/10.37134/ejoss.vol12.sp.7.2026

Keywords:

Game-Based Learning, Minecraft Education, Chemistry Education, ADDIE Model, Matter and Atomic Structure

Abstract

Chemistry is a core subject that plays an important role in developing students’ scientific literacy. However, abstract topics such as Matter and Atomic Structure often pose significant challenges, leading to misconceptions, low academic achievement, and negative attitudes toward learning chemistry. In line with Sustainable Development Goal 4 (SDG 4), a game-based learning module known as KimCraft was developed using Minecraft Education to support the teaching of this topic in a more interactive manner. The module was designed based on the ADDIE instructional design model and grounded in Vygotsky’s Social Constructivism Theory, which emphasizes collaborative learning and instructional scaffolding within the Zone of Proximal Development. This study aimed to evaluate the content validity of the module through expert review. A 23-item checklist was assessed by nine experts and analysed using the Content Validity Index (CVI). The findings showed that both the I-CVI and S-CVI/Ave achieved a value of 1.00, indicating excellent content validity. These results confirm that the KimCraft module is relevant, curriculum-aligned, and has strong potential to support more effective and engaging chemistry learning.

Downloads

Download data is not yet available.

References

Abdul Razak, N. H., Ismail, S. N., Mahadzir, N. H., Idrus, Z., & Ramli, R. (2024). Understanding the challenges of teaching computer science subjects from school teachers’ perspective. Journal of Technology and Operations Management, 19(1), 1–10. https://doi.org/10.32890/jtom2024.19.1.1

Bruner, J. (1966). Toward a theory of instruction. Harvard University Press.Che Isa, Z., & Azid, N. (2021). Embracing TVET education: The effectiveness of project-based learning on secondary school students’ achievement. International Journal of Evaluation and Research in Education, 10(3), 1072–1079. https://doi.org/10.11591/ijere.v10i3.21392

Duan, H., Li, J., Fan, S., Lin, Z., Wu, X., & Cai, W. (2021). Metaverse for social good: A university campus prototype. Proceedings of the 29th ACM International Conference on Multimedia, 153–161. https://doi.org/10.1145/3474085.3479238

Gálvez, J., Guzmán, E., & Conejo, R. (2009). A blended e-learning experience in a course of object-oriented programming fundamentals. Knowledge-Based Systems, 22(4), 279–286. https://doi.org/10.1016/j.knosys.2009.01.002

Gálvez, J., Guzmán, E., & Conejo, R. (2009). A blended e-learning experience in object-oriented programming. Knowledge-Based Systems, 22(4), 279–286.

Hew, K. F., & Cheung, W. S. (2014). Using blended learning: Evidence-based practices. Springer.

Hwang, W. Y., Shadiev, R., Wang, C. Y., & Huang, Z. H. (2012). A pilot study of cooperative programming learning behavior and its relationship with students’ learning performance. Computers & Education, 58(4), 1267–1281. https://doi.org/10.1016/j.compedu.2011.12.008

Hong, W., & Kanaparan, G. (2024). Computer Science and Education. Educational Digitalization. In Communications in computer and information science. https://doi.org/10.1007/978-981-97-0737-9

Jaaffar, F. a. M., & Adnan, N. H. (2025). Enhancing Computational Thinking through Metaverse-Based Learning: Expert Consensus on Challenges, Pedagogical Strategies, and Future Directions. International Journal of Learning Teaching and Educational Research, 24(5), 90–113. https://doi.org/10.26803/ijlter.24.5.5

Kokotsaki, D., Menzies, V., & Wiggins, A. (2016). Project-based learning: A review of the literature. Improving Schools, 19(3), 267–277. https://doi.org/10.1177/1365480216659733

Kose, U., & Kose, O. (2012). Intelligent learning environments within blended learning for ensuring effective C programming course. arXiv preprint arXiv:1205.2670.

Moreno, J. (2012). Digital competition game to improve programming skills. Educational Technology & Society, 15(3), 288–297.

Thomas, J. W. (2000). A review of research on project-based learning. Autodesk Foundation.

Tuparov, G., Tuparova, D., & Tsarnakova, A. (2012). Using interactive simulation-based learning objects in programming education. Procedia-Social and Behavioral Sciences, 46, 2276–2280.

VanLehn, K. (2011). The relative effectiveness of human tutoring, intelligent tutoring systems, and other tutoring systems. Educational Psychologist, 46(4), 197–221.

Downloads

Published

2026-01-20

How to Cite

Hashim, Z., Izhar, N. A., Ahmad, M. S., & Hussaini, A. H. D. (2026). Validation of a Game-Based Chemistry Learning Module (KimCraft): Expert Review and Preliminary Findings. EDUCATUM Journal of Social Sciences, 12(Special Issue), 57-62. https://doi.org/10.37134/ejoss.vol12.sp.7.2026