ZANARIAH BINTI ABDUL RAHMAN UNIVERSITI TEKNOLOGI MARA
This teaching innovation introduces a gamification approach named “Find the Code to Escape the Room”, designed for a pra-diploma students who often struggle with memory retention and engagement. Gamification applies game-based elements in a non-game contexts to create a fun and meaningful learning environment (Deterding et al., 2011). The objective is to make learning more interactive and to support low-achieving students through active, team-based challenges.
The core problem addressed is the lack of effective learning strategies for pra-diploma students, who typically face difficulty in understanding and remembering content. Traditional methods often fail to stimulate their interest or accommodate different learning styles. Thus, this innovation applies an escape room-style format manually. Students solve puzzles and find clues related to four main topics in Introduction to Business course. Each correct answer leads them to the next stage, promoting deep learning and teamwork.
The methodology involves dividing students into teams and assigning game tasks that integrate course content. Elements such as time limits, hidden codes, and rewards increase engagement and encourage problem-solving. Findings indicate that students enjoy the activity, demonstrate better understanding of key concepts, and improve their communication and critical thinking skills.
This innovation is grounded in constructivist learning theory, emphasizing experience-based knowledge construction. It has potential for wider application and commercialization, such as toolkits for educators to use. Materials are eligible for copyright protection, and initial findings are prepared for publication.
In conclusion, “Find the Code to Escape the Room” shows that gamification can transform learning for students below proficiency level and support the development of essential academic and soft skills.