EX80: Game On! The Impact Of "Match & Win" TCG On Student Motivation And Self-Directed Learning In Science

MATTHEW WONG HUAN YEW SMK ST ANTHONY, SARIKEI

MIIX26 | Expert Innovator

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The integration of gamification in education has emerged as a transformative approach to enhancing student engagement and learning outcomes. Trading Card Games (TCGs), characterized by their unique blend of collectibility, customization, and competitive play, offer a particularly potent medium for educational intervention. This research focuses on "Match & Win," a TCG specifically designed to facilitate the mastery of ecological concepts among Form 2 students in Malaysia. By aligning with the Dokumen Standard Kurikulum dan Pentaksiran (DSKP) published by the Ministry of Education (KPM), this study aims to evaluate how "Match & Win" influences student motivation and self-directed learning (SDL) within the context of Chapter 2: Ecosystem.