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  1. Home
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  4. INTERNATIONAL CONFERENCE AND INNOVATION ON EDUCATION, SCIENCE & TECHNOLOGY (ICIEST )
  5. 2025 ICIEST
  6. Awareness of PERMATA@Pintar Negara Centre Students about Bingo Game as Aid Tool in Teaching and Learning
 
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Awareness of PERMATA@Pintar Negara Centre Students about Bingo Game as Aid Tool in Teaching and Learning

Date Issued
2025
Author(s)
Nur Shamim Hamzah
Ku Aqhlan Hafiey Ku Aznal Shahri
Siti Munirah Mohd 
Universiti Sains Islam Malaysia 
Abstract
Gamification is an effective method for engaging students and sustaining their interest in learning. Educational games like Bingo incorporate elements like points and badges to enrich the learning experience. Playing Bingo can enhance cognitive function, communication skills, and critical thinking by encouraging active learning rather than passive memorization. This study aimed to evaluate students' awareness at the PERMATA@Pintar Negara Centre regarding using Bingo as a teaching tool. The research was conducted through purposive sampling, involving an online survey with students aged 12 to 17. The results indicate that while many students play Bingo, most are unaware of its educational potential. Therefore, it is recommended that the elements of Bingo games be
introduced in teaching and learning.
Subjects

bingo game

gamification

education 4.0

secondary school.

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Awareness of PERMATA@Pintar Negara Centre Students about Bingo Game as Aid Tool in Teaching and Learning.pdf

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