SELF-LEARNING THROUGH GAMIFICATION
SELF-LEARNING
THROUGH GAMIFICATION (SLEGA)
Trademark:
Orang Asli Game-Based Self Learning
Siti Raudah binti Abdul Karim
Academy of Contemporary Islamic Studies (ACIS), University
Teknologi MARA (UiTM)
Anis Husna binti Abdul Halim
Academy of Contemporary Islamic Studies (ACIS), University
Teknologi MARA (UiTM)
Abstract:
The era of educational revolution 5.0 requires creativity and innovation to attract student's engagement in learning activities. In Malaysia, the Orang Asli community has a high rate of academic dropouts. Various efforts have been undertaken to minimize their dropout rate, but still, their educational attainment remains poor. To counter this issue, the researcher takes an initiative to provide learning tools through self-learning guidebook gamification. It has the potential to encourage Orang Asli community to continue their lifetime learning and advance the future growth of next generation.
Keywords: Orang Asli Guide Book, Self-Learning Gamification
- SITI RAUDAH BINTI ABDUL KARIM
- ANIS HUSNA BINTI ABDUL HALIM
