A Gamification-Based Learning Module for Enhancing Mastery of whole Numbers 0–10 Among Students with Special Educational Needs
DOI:
https://doi.org/10.55927/ijis.v4i9.587Keywords:
on module, Basic numbers, SEN-LD pupils, Design and Development Research (DDR), Special Education Keywords:Abstract
This study aims to evaluate the effectiveness of a gamification module on basic numbers developed specifically for pupils with Special Educational Needs – Learning Disabilities (SEN-LD) in Special Education Integration Primary Schools in Southwest Penang. The module was developed using the Design and Development Research (DDR) approach, which involved three main phases: needs analysis, design and development, and evaluation. In the needs analysis phase, findings indicated that lower primary pupils experienced difficulties in mastering basic numbers from 0 to 10, highlighting the need for a more interactive learning support tool. The design and development phase focused on integrating gamification elements such as reward systems, animated characters, mission achievements, and game-based learning activities. The evaluation phase employed a quasi-experimental non-equivalent group design, where the experimental group was taught using the gamification module while the control group received conventional instruction. The results revealed a significant improvement in the experimental group’s performance, demonstrating that the gamification module developed through DDR enhanced teaching and learning effectiveness. The study implies that gamified modules should be more widely adopted in special education classrooms to foster motivation, engagement, and conceptual understanding among SEN-LD pupils.
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