z-logo
open-access-imgOpen Access
An evaluation of Global Zakat Game (GZG) as edutainment board game in enhancing Zakat education in Malaysia
Author(s) -
Ab. Rahman Azman,
Sabri Sahrir Muhammad,
Zainuddin Nurkhamimi,
Abd. Khafidz Hasanah
Publication year - 2018
Publication title -
educational research and reviews
Language(s) - English
Resource type - Journals
ISSN - 1990-3839
DOI - 10.5897/err2018.3487
Subject(s) - experiential learning , comprehension , psychology , competition (biology) , game based learning , mathematics education , multimedia , computer science , programming language , ecology , biology
Board games have become one of the useful tools in teaching and learning. Many instructors and educators have chosen to use board games to enhance the way of delivering course contents. A board game will help students understand the education concept quickly and get involved in experiential learning, where students can manage and solve problems in an actual situation. This study will focus on the evaluation of a board game, namely Global Zakat Game (GZG) as a Zakat edutainment tool among users at various levels of learning institutions in Malaysia. The respondents were purposively selected among a Malaysian national competition in using Global Zakat Game (GZG) organized at Islamic Science University of Malaysia (USIM) on 8 November 2017. A questionnaire was distributed among 235 participants from various levels of learning institutions during the national event to evaluate the practical use of GZG as a Zakat edutainment tool in increasing their comprehension and understanding on Zakat theories and concepts. The result indicated that the use of GZG as a Zakat edutainment tool has a positive impact on users and players as it helps them to learn more about Zakat theories and concepts between high (4.65) and moderate high (3.95) mean scores. Most of the respondents mentioned that they enjoyed playing GZG as it involves experiential learning. It also can be used as an edutainment tool for learners and society at all ages. Key words: Gamification, board game, Zakat education, higher learning, experiential learning.

The content you want is available to Zendy users.

Already have an account? Click here to sign in.
Having issues? You can contact us here
Accelerating Research

Address

John Eccles House
Robert Robinson Avenue,
Oxford Science Park, Oxford
OX4 4GP, United Kingdom