VIMAL VASANTHAN A/L VIKNESWARAN SMK BANDAR SAUJANA PUTRA
Teach-A-Matic is a contemporary pedagogical innovation inspired by the concept of a vending machine, meticulously designed to address the issue of low student engagement, particularly in Health Education. By integrating both physical and digital gamification elements, Teach-A-Matic fosters enjoyment, spontaneity, and teamwork among students. The innovation emphasises learning effectiveness through real-time challenges and motivational rewards.
A six-week intervention involving 40 Form 1 Kappa students recorded a 31.9% increase in average academic scores, a rise in student engagement from 58% to 90%, and positive recognition from 92.4% of teachers as a fun and conducive pedagogical approach. With its low-cost design, adaptability to multiple subjects, and dual-mode implementation capability, Teach-A-Matic holds strong potential for adoption as a mainstream teaching aid.
Keywords—pedagogical innovation, gamification, education, game-based learning, vending machine, hybrid learning, digital games.