Development and Usability of Bridgetronic as Teaching Aid for The Topic of Electronic Systems in The Invention Subject
DOI:
https://doi.org/10.37134/bitara.vol19.sp.3.2026Keywords:
Teaching Aid, Game-based Learning, Electronic System, Invention SubjectAbstract
The topic of Electronic Systems in the Invention subject involves both theoretical and practical components that help students better understand concepts by applying the theoretical knowledge learned in class. This approach enables students to apply theory in practical situations, reinforcing their understanding. However, teaching methods are still largely limited to conventional, teacher-centered approaches, which hinder students’ comprehension and communication skills. Additionally, the lack of sufficient teaching aids and instructional materials affects the overall quality of teaching and learning. Therefore, this study aims to analyze, develop and determine the usability of Bridgetronic as a teaching aid for the topic of Electronic Systems in the Invention subject. This study adopts the ADDIE instructional design model as the main framework and employs a mixed-method approach of qualitative and quantitative to obtain analytical findings in achieving the study's objectives. A total of three Invention’s teachers were selected as participants using purposive sampling. Data were collected through interview protocols and checklists and were analyzed using thematic analysis and descriptive methods. The development of Bridgetronic is grounded in two key learning theories behaviorism and constructivism. Behaviorist principles were applied through reinforcement and repetition in circuit connection activities, helping students master basic electronic concepts more effectively via rewards at each game level. Meanwhile, constructivist principles were integrated by enabling students to actively construct new knowledge through hands-on experiences provided by the teaching aid. Overall, this study contributes to teaching innovation in Electronic Systems through the development of a more relevant and 21st-century-oriented instructional tool.
Downloads
References
Ahmad Omar, & Muhammad Nubli Abdul Wahab. (2022). Kajian Keberkesanan Permainan Puzzle dan Latihan Biofeedback dalam Meningkatkan Prestasi Pelajar Sekolah Rendah. Sains Insani, 7(2), 31–39. https://doi.org/10.33102/sainsinsani.vol7no2.463
Ahmad, M. J., Hisham Jalani, N., & Hasmori, A. A. (2015). Seminar Kebangsaan Majlis Dekan-Dekan Pendidikan Awam. https://www.researchgate.net/publication /282855369_TEVT_di_Malaysia_Cab aran_dan_Harapan
Azam Abd Aziz, Norzalilah Mohammad Mazli, Noor Amera Omar, & Mohd Jasmy Abd Rahman. (2024). Pendekatan Pembelajaran Berbalik dalam Pendidikan Abad KE-21. https://ijerap.com/index. php/ ijerap/article/view/26/15
Che Ghani Che Kob, Arman Shah Abdullah, Noor Aida Aslinda Norizan, & Halimaton Shamsuddin. (2019). Effects of Learning Aid (KIT) on Student Performance for Electric Circuits Topics. International Journal of Academic Research in Business and Social Sciences, 9(1), 320–330. https://doi.org/10.6007/ijarbss/v9-i1/5400
Doraiseriyan, E. R., & Muhamad Damanhuri Muhd Ibrahim. (2021). Tinjauan keperluan terhadap Pembinaan Permainan dalam Pembelajaran tajuk Garam bagi pelajar Tingkatan 4. Jurnal Pendidikan Sains Dan Matemaitk Malaysia, 11, 21–28. https://doi.org/10.37134/jpsmm.vol11.sp.2.2021
Ezzatinadiah Julkifleh, & Dayana Farzeeha Ali. (2021). Bahan Bantu Mengajar di dalam Pendidikan Vokasional. Jurnal Persatuan Pendidikan Teknik Dan Vokasional Malaysia, 10, 37–46. https://pptvm.files.wordpress.com/2022/03/jurnal-ptvm-jilid-10-1-4.pdf
Farah Waheda Othman, Irdayanti Mat Nashir, Mohamad Syahril Mat Saad, Nor Roselidyawaty Mohd Rokeman, & Muhamad Asrul Affendi Mat Nor. (2024). Kesan Modul Pembelajaran Augmented Reality AR-MICROC Terhadap Pencapaian Pelajar Di Kolej Komuniti Malaysia. International Journal of Modern Education, 6(23). http://dx.doi.org/10.35631/IJMOE.623039
Mohammad Azlan Mohammad Husain, Mohd Shorkri, M. F., Basri, A. Q., Mohd Imam Ma’arof, N. N., A/L Kolandan, S., & Othman, M. A. (2023). Pembangunan Modul Asas Pengaturcaraan Mikrobit Untuk Pelajar Reka Bentuk Teknologi Bagi Topik Reka Bentuk Elektronik di Peringkat Menengah Sekolah Harian di Malaysia. Sains Humanika, 16(1), 57–67. https://doi.org/10.11113/sh.v16n1.2083
Mohd Zulhilmi Ab Kadir, & Mohd Azlan Mohammad Hussain. (2023). Pembangunan Modul Kursus Asas Mekanik Struktur (KAMS) Berasaskan Teori Konstruktivisme bagi Program Teknologi Pembinaan di Kolej Vokasional. Global Journal of Educational Research and Management (GERMANE), 3(1), 35–44. https://jurnal.nun-g.com/index.php/germane/article/view/11
Muhammad Ridzuan Idris, & Ridzwan Che’ Rus. (2023). Development Module for Electronic Design in the Design and Technology (D&T) Subject: A Needs Analysis Approach. International Journal of Academic Research in Progressive Education and Development, 12(2). https://doi.org/10.6007/ijarped/v12-i2/17337
Nor Roselidyawaty Mohd Rokeman, & Che Ghani Che Kob. (2025). Cabaran dan Strategi Memperkasa Penyampaian Kurikulum TVET Di Malaysia: Tinjauan Di Kolej Vokasional. https://www.researchgate.net/publication/387861646_Cabaran_Dan_Strategi_Memperkasa_Penyampaian_Kurikulum_Tvet_Di_Malaysia_Tinjauan_Di_Kolej_Vokasional
Rafiza Rosli, & Nor Asniza Ishak. (2024). Integration of Virtual Labs in Science Education: A Systematic Literature Review. Jurnal Pendidikan Sains Dan Matemaitk Malaysia, 14(1), 81–103. https://doi.org/10.37134/jpsmm.vol14.1.8.2024
Rahman, M. M. (2023). Sample Size Determination for Survey Research and Non-Probability Sampling Techniques: A Review and Set of Recommendations. Journal of Entrepreneurship, Business and Economics, 11(1), 42–62. http://scientificia.com/index.php/JEBE/article/view/201
Rozlin Mat Hussin, Hahmarulazil Hassan, & Norhisham Muhamad. (2024). Pembelajaran Berasaskan Permainan (PBP): Konsep Dan Implikasi Dalam Pembelajaran Dan Pengajaran (PDP) Pendidikan Islam. International Journal of Education, Psychology and Counseling, 9(56), 512–529. https://doi.org/10.35631/IJEPC.956032
Sahaat, Z., & Muhamad Nazri, N. (2020). Cabaran Pelaksanaan Mata Pelajaran Reka Bentuk dan Teknologi Sekolah Menengah. Jurnal Pendidikan Malaysia, 45(01SI). https://doi.org/10.17576/jpen-2020-45.01si-07
Sylvester Donkoh & John Mensah, (2023). Journal of Applied Biotechnology & Bioengineering (2023), 10(1), 6-9, https://doi.org/10.15406/jabb.2023.10.00319
Wan Noor Afifah Wan Yusofftt. (2011). Penggunaan Modul P&P untuk Tajuk “Salt.” SBP Integrasi Gombak. http://www.scribd.com/doc/70589544/6-Wan-Noor-Afifah
Yufrinalis, M., & Seri, M. A. (2019). Penggunaan Media Puzzle Untuk Meningkatkan Hasil Belajar Siswa. https://widyasari-press.com/penggunaan-media-puzzle-untuk-meningkatkan-hasil-belajar-siswa/
Yuliana, D. T., & Susiyawati, E. (2024). Penerapan Model Problem Based Learing (PBL) untuk Meningkatkan Kemampuan Peserta Didik Memecahkan Masalah Pada Materi Zat Aditif. Jurnal Ilmu Pendidikan (JIP), 2(8), 1228–1236. https://jip.joln.org/index.php/pendidikan/article/view/382
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Aqilah Teh Nadjwa Roslan, Fardila Mohd Zaihidee, Aqil Roqwaan Roslan, Fayyadhatul Alya Ahmad Misnun, Zon Fazlila Mohd Ahir, Wan Nurlisa Wan Ahmad, Tang Jing Rui

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


