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ISSN 2063-5346
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MY TIME CRYPT: DIGITAL ESCAPE ROOM AS GAMIFICATION TECHNIQUE TO ENHANCE LITERATURE FOR YEAR 4 PUPILS

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Ranjitham a/p Sanmugavelan and Dr Azlina Abdul Aziz
» doi: 10.48047/ecb/2023.12.7.59

Abstract

The introduction of web-based learning especially gamification learning is very trending and popular during the COVID-19 pandemic. The researcher was inspired and motivated to use the Digital Escape Room (DER)game in teaching literature among young learners. This is because young learners are demotivated to learn literature. The DER game was created by employing the Genial.ly application. The research was carried out in a primary school, with an action research design involving 36 participants from Year 4 and 11 teachers. The main objective is i. to identify the pupils’ motivation in learning literature when using a DER game, ii. To know the teachers’ perception of the use of the DER game in teaching literature. Data were obtained through a questionnaire. The results showed incredible improvement, especially in young learners‘ motivation in learning literature and positive perceptions from the selected teachers. The researcher proved that there is a bridge to learning literature to be effective and efficient in teaching and learning.

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