Development of Game Integrated Learning Module for Animal Breeding Subtopic for Year Two Science

Authors

  • Nurul Hazwani Ariffin Jabatan Pengajian Pendidikan, Fakulti Pembangunan Manusia, Universiti Pendidikan Sultan Idris, 35900 Tanjong Malim, Perak, Malaysia
  • Anis Nazihah Mat Daud Jabatan Fizik, Fakulti Sains dan Matematik, Universiti Pendidikan Sultan Idris, 35900 Tanjong Malim, Perak, Malaysia
  • Nur Raihana Mohd Razak SMK Dato’ Ahmad Razali, Jalan 13A, Ampang Jaya, 68000 Ampang, Selangor, Malaysia
  • Abdul Zul Hanizam Mohamad Jabatan Fizik, Fakulti Sains dan Matematik, Universiti Pendidikan Sultan Idris, 35900 Tanjong Malim, Perak, Malaysia
  • Norazilawati Abdullah Jabatan Pengajian Pendidikan, Fakulti Pembangunan Manusia, Universiti Pendidikan Sultan Idris, 35900 Tanjong Malim, Perak, Malaysia
  • Nurhafizah Hasim Jabatan Fizik, Fakulti Sains, Universiti Teknologi Malaysia, 81310 UTM Johor Bahru, Johor, Malaysia

DOI:

https://doi.org/10.37134/jsml.vol11.sp.15.2023

Keywords:

Learning module, Animal Breeding, game, development, validity

Abstract

Game is one of the elements that can be applied in teaching and learning sessions to enhance students’ motivation in learning the topics being taught. Therefore, this study was conducted to develop a game-integrated learning module for the subtopic of Animal Breeding for Science Year Two. The module was developed based on the five phases in the ADDIE instructional design model. However, this study only focuses on the development and validity analysis of the module. The module applies a cross-curricular element as students are asked to construct masks of animals which lay eggs and give birth. The module also integrates the game element that requires students to wear the constructed animal masks and gather around according to the selected animal categories. The developed learning module was evaluated from face and content validity aspects by three experts. The validity analysis indicated that the module has high expert agreement percentages in terms of face validity (93%) and content validity (92%). The developed game-integrated learning module is expected to attract students' interest in learning Science and increase their understanding on the animal breeding method.

Downloads

Download data is not yet available.

Author Biographies

Nurul Hazwani Ariffin, Jabatan Pengajian Pendidikan, Fakulti Pembangunan Manusia, Universiti Pendidikan Sultan Idris, 35900 Tanjong Malim, Perak, Malaysia

SMK Sri Rahmat, JKR 4868, Jalan Skudai, 81200 Johor Bahru, Johor, Malaysia

Abdul Zul Hanizam Mohamad, Jabatan Fizik, Fakulti Sains dan Matematik, Universiti Pendidikan Sultan Idris, 35900 Tanjong Malim, Perak, Malaysia

SMK Bukit Sentosa, Bandar Baru Bukit Sentosa, 48300 Rawang, Selangor, Malaysia

Nurhafizah Hasim, Jabatan Fizik, Fakulti Sains, Universiti Teknologi Malaysia, 81310 UTM Johor Bahru, Johor, Malaysia

Advanced Optical Materials Research Group, Fakulti Sains, Universiti Teknologi Malaysia, 81310 UTM Johor Bahru, Johor, Malaysia

References

Bayir E. (2014). Developing and playing chemistry games to learn about elements, compounds, and the periodic table: Elemental Periodica, Compoundica, and Groupica. Journal of Chemical Education, 91(4), 531-535.

Buckley P, Doyle E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162-1175.

Cardinot A, Fairfield JA. (2019). Game-based learning to engage students with Physics and Astronomy using a board game. International Journal of Game-Based Learning, 9(1), 42-57.

Faizatul Farhana FK. (2020). Hanya 19 peratus pilih aliran Sains. Berita Harian Online. Diperolehi pada 29 Julai 2022 daripada https://www.bharian.com.my/berita/pendidikan/2020/05/694083/hanya-19-peratus-pilih-aliran-sains.

Gogal K, Heuett W, Jaber D. (2017). CHEMCompete: An organic chemistry card game to differentiate between substitution and elimination reactions of alkyl halides. Journal of Chemical Education, 94(9), 1276-1279.

Hardesty DM, Bearden WO. (2004). The use of expert judges in scale development: Implications for improving face validity of measures of unobservable constructs. Journal of Business Research, 57(2), 98-107.

Haynes SN, Richard D, Kubany ES. (1995). Content validity in psychological assessment: A functional approach to concepts and methods. Psychological Assessment, 7(3), 238-247.

Joshi A, Kale S, Chandel S, Pal DK. (2015). Likert scale: Explored and explained. British Journal of Applied Science & Technology, 7(4), 396-403.

Nordin AB. (1995). Penilaian Afektif. Kajang: Masa Enterprise.

Osman K, Wong WS. (2018). Pembelajaran berasaskan permainan dalam pendidikan STEM dan penguasaan kemahiran abad ke-21. Politeknik & Kolej Komuniti Journal of Social Sciences and Humanities, 3(1), 121-135.

Sadler TD, Romine WL, Stuart PE, Merle-Johnson D. (2013). Game-based curricula in biology classes: Differential effects among varying academic levels. Journal of Research in Science Teaching, 50(4), 479-499.

Sung HY, Hwang GJ. (2013). A collaborative game-based learning approach to improving students' learning performance in science courses. Computers & Education, 63, 43-51.

Tan WH. (2018). Gamifikasi Dalam Pendidikan. Tanjong Malim: Universiti Pendidikan Sultan Idris.

Wan Ahmad WL, Othman AN, Hussin R. (2021). Analisis keperluan pengintegrasian gaya pembelajaran dan teknologi media baru dalam Pendidikan seni visual. Jurnal Penyelidikan Dedikasi, 18(2), 1-13.

Wilson A, Hainey T, Connolly TM. (2013). Using Scratch with primary school children: an evaluation of games constructed to gauge understanding of programming concepts. International Journal of Game-Based Learning, 3(1), 93-109.

Downloads

Published

2023-11-09

How to Cite

Ariffin, N. H., Mat Daud, A. N., Mohd Razak, N. R., Mohamad, A. Z. H., Abdullah, N., & Hasim, N. (2023). Development of Game Integrated Learning Module for Animal Breeding Subtopic for Year Two Science. Journal of Science and Mathematics Letters, 11, 136–143. https://doi.org/10.37134/jsml.vol11.sp.15.2023

Issue

Section

Articles

Most read articles by the same author(s)