Aziz, Nurul Afifah (2021) The development of crossword games as teaching tool for form 5 history subject. Project Report. Universiti Teknikal Malaysia Melaka, Melaka, Malaysia. (Submitted)
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Abstract
Students' intellectual, spiritual, emotional, and physical growth all benefit from learning history. Previous study has revealed that pupils have difficulty learning history. Students regard history as a tough and tedious topic since they must memorise data as well as comprehend historical facts, concepts, times, and events. Students' interest in interactive multimedia may be piqued, making the teaching and learning process more engaging and bringing history to life. Interactive technology, such as this crossword puzzle game, can help pupils learn more successfully and interestingly, especially among younger kids. The findings from the first study of difficulties in history teaching and learning, students' preparedness for digital game-based learning, and digital game-based capacity for history learning are presented in this paper. Game-Based Studying (GBL) is a method of creating interactive courseware that engages students in learning history by providing them with enjoyable experiences. As a result, for historical software design, we suggest the GBL Model (crossword puzzle).
Item Type: | Final Year Project (Project Report) |
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Uncontrolled Keywords: | Learning, Puzzle, Teaching, Multimedia, Pupils, Crossword, Concepts, Topic, Experiences, Difficulty |
Divisions: | Library > Final Year Project > FTMK |
Depositing User: | Norfaradilla Idayu Ab. Ghafar |
Date Deposited: | 23 Dec 2022 02:18 |
Last Modified: | 03 Dec 2024 08:59 |
URI: | http://digitalcollection.utem.edu.my/id/eprint/27233 |
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