Agnes Ayang Kenyang Universiti Teknologi MARA Sarawak
Traditional teaching methods in mathematics, particularly in topics such as trigonometry, often fail to engage students meaningfully, resulting in low motivation, limited retention, and poor problem-solving abilities. To address this issue, a game-based learning solution was developed and implemented to transform the learning experience into a more interactive and student-centered process. Trigonomaze: The Jungle Maze of Angles was specifically designed to align with learning objectives and promote active participation, critical thinking, and collaboration among students. A study involving 35 diploma students from two different institutions was conducted to evaluate the effectiveness of this game using a 12-item Likert-scale questionnaire. The findings revealed highly positive responses across all items receiving mean scores above 4.3 on a 5-point Likert scale. Students strongly agreed that the game helped them identify and correct mistakes (Mean = 4.68, SD = 0.57) and kept them actively involved in the lesson (Mean = 4.55, SD = 0.60), indicating that the game was not only engaging but also promoted reflective learning. High scores were also observed for enjoyment, retention, and problem-solving. Although items related to peer collaboration and adaptability of the game received slightly lower scores, these results suggest potential areas for enhancement in future iterations. The digital form offers significant commercialization opportunities for application in schools, universities, and e-learning platforms, especially given the growing demand for interactive digital educational resources driven by the popularity of information and communication technology (ICT). With further development and integration of personalized and collaborative features, the game can be marketed as an innovative learning product aligned with 21st-century education goals. Overall, this study presents a promising solution to improve mathematics learning outcomes while addressing the growing need for engaging, technology-driven educational content.