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Published by Universiti Teknologi Mara (UiTM) Cawangan Pahang - March 2022 | 85

INTERACTIVE LEARNING KIT: PHOTOSYNTHESIS

‘GROW A TREE’

Roziana Bujang1*, Nor Habibah Mohd Rosli1, Siti Fatimah Saipuddin1, Norihan Yahya1 and Muhammad Firdaus Mustapha2

1Faculty of Applied Science, Universiti Teknologi MARA Pahang Branch, 26400 Bandar Tun Abdul Razak Jengka, Pahang, Malaysia

2Faculty of Computer and Mathematical Sciences, Universiti Teknologi MARA Kelantan Branch, 18500 Machang, Kelantan, Malaysia

*Corresponding author: [email protected]

Abstract

It is important that primary school students understand the principles of science to ensure that they have a strong theory in preparation for a more challenging science syllabus at the secondary level. The objective of this project was to design and develop an interactive learning kit to help introduce basic science concepts to elementary students. ‘Grow A Tree’

interactive learning kit was invented to help teaching and learning in schools. It explains the needs and processes of photosynthesis in plants in detail. Before this interactive learning kit is used, instructors should first explain to students about the needs and full process of photosynthesis. To test the level of understanding of students, students need to complete the charts contained in this kit. This interactive learning kit contains a major chart, a game card and a complete set of answers for instructional reference. The user also will get an apps. to be installed so that this interactive learning kit can be used anywhere easily. It can be used at pre-school to elementary level as it is based on the Primary School Standard Curriculum (KSSR). Parents can also use this teaching aid as a medium to review home-based learning.

The ‘Grow A Tree’ photosynthesis is able to nurture and attract students to the subject of science.

Keywords: interactive learning kit, Photosynthesis, primary school

Introduction

All learning processes are interactive in the sense that the learner is engaged with the task that he or she needs to accomplish. According to Reeves & Hedberg (2003), interactive learning is a process involving some forms of digital media between a teacher and a learner. The following guidelines can be used to express interactive learning (Senthamarai, 2018):

i. Encourage student participation.

ii. Use questions that stimulate a response, discussion, and a hands-on experience.

iii. Use teaching aids that press for answers, and capture the student’s attention.

iv. Set up a workgroup environment.

v. Involvement of the teachers.

In the twentieth century, the buzzwords for interactive learning are e-learning, problem-based learning, online distance learning and many more. Educators and content creators design and develop classroom activities such as game-based learning and simulation to promote an interactive learning atmosphere. Game-based learning was previously an alternative or an activity developed to encourage interactive learning in class as it has significant positive impacts on students’ engagement and motivation (Dugnol-Menéndez et al., 2021). In game-

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Published by Universiti Teknologi Mara (UiTM) Cawangan Pahang - March 2022 | 86

learning method to online teaching and learning approaches to reduce close contact with the students (Latif et al., 2021). Game-based learning has become one of the desired teaching approaches in implementing online learning during the pandemic. Besides, it is proven to increase learning retention as it could also create quality family time if the designed game required others to participate.

Game-based learning provides an excellent tool for developing critical social skills, self- confidence and increasing critical thinking among those involved (Cojocariu & Boghian, 2014, Karadag, 2015). It offers numerous advantages since they do not require costly high- tech equipment, enhances students' learning motivation, is broadly flexible and applicable, makes complicated concepts more satisfactory, and increases learning efficiency (Nieto- Escamez & Roldán-Tapia, 2021). There are three significant elements in game-based learning, including game rules, gameplay, and game narratives (Tsai et al., 2019). To achieve the best learning perception through appropriate game mechanisms and design, it can simulate several issues, situations, and encounters with multiple difficulty levels and authentic skills.

The goals of our educational system are to improve student learning opportunities, provide alternatives that fit student needs, strengthen educational attainment, and integrate our diverse community while preparing young people for their future careers. This study aims to design and develop an interactive Learning Kit: Photosynthesis 'Grow a Tree' to help introduce basic science concepts to elementary students. The primary objective of this project was to design a tool to spark an interest in learning science for elementary students while revealing the field of science to parents and educators. This learning kit also evaluates students' learning motivation, learning process, and outcomes when learning photosynthesis using a game- based learning strategy.

Photosynthesis ‘Grow A Tree’

Photosynthesis 'Grow A Tree' is created to help the teaching and learning process in schools especially in the topic of photosynthesis. It consists of a main chart that is a complete note of the photosynthesis process, a tree diagram where students can organize the needs and processes of photosynthesis (bilingual) and a set of board game related to the process to test students' understanding on photosynthesis. The game is based on the ‘snake and ladder’

concept in which there are three types of cards that will be received by players, namely the penalty, reward and question cards. The questions revolve around the process of photosynthesis. A set of dice and markers is also included in this interactive learning kit (Figure 1). The user also will get an application to be installed so that this interactive learning kit can be used anywhere, besides making it more interesting (Figure 2).

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Published by Universiti Teknologi Mara (UiTM) Cawangan Pahang - March 2022 | 87

Figure 1 A set of Photosynthesis ‘Grow A Tree’

Figure 2 ‘Grow A Tree’ Application How to Use Photosynthesis ‘Grow A Tree’

The Photosynthesis ‘Grow A Tree’ can be used by teachers in school, tuition center and parents at home. The use of Photosynthesis ‘Grow A Tree’ begins with explanation of the elements required for the photosynthesis process to be occurred using the chart of notes available in this interactive learning kit Figure 3. Then, the students need to complete the elements required by the photosynthesis process in the tree diagram provided. Teachers can also check it before proceed with the board game.

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Published by Universiti Teknologi Mara (UiTM) Cawangan Pahang - March 2022 | 88

Figure 3 Chart notes of photosynthesis process

The board game is suitable to be played between two to five players Figure 4. The steps to play the board game as shown below:

Step 1: Sort the cards by type and color (Penalty, Reward, and Question).

Step 2: Determine the turn by throwing a dice or according to the clock rotation.

Step 3: The first player will start the game by throwing a dice and then move the dice according to the number on the dice.

If the player stop at:

(i) Fruit box - players can take a reward card from the deck.

(ii) Q box -the moderator will read one of the questions from the deck and the player is asked to answer it correctly. If correct, players will get a reward card. If wrong, players only need to be in the box. Moderator will explain the correct answer to all players.

(iii) Penalty box - the player will choose one of the fine cards from the deck and then follow the instructions written.

Step 4: When all reward cards are out of the deck, the game will be discontinued and will continue with negotiations between players. Negotiations will be initiated by players in the next turn. The first player will request one element from the second player and give one of the elements of his reserve. The player who can collect all the elements required for the photosynthesis process will be considered the winner.

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Published by Universiti Teknologi Mara (UiTM) Cawangan Pahang - March 2022 | 89

Figure 4 Board game

After that, teachers or parents can guide the students to use the apps. provided in thie interactive learning kit to strengthen the comprehension of students towards the photosynthesis process.

The Implementation of Photosynthesis ‘Grow A Tree’ in Teaching and Learning in School

The implementation of Photosynthesis ‘Grow A Tree’ by teachers in school has attracted students to learn photosynthesis process. Students looks happy and more interactive during learning sessions in the classroom. They have showed good efforts to understand the process of photosynthesis. Figure 5 are the documentation of the implementation of Photosynthesis

‘Grow A Tree’ in Sekolah Kebangsaan Jengka Pusat (2), Bandar Pusat Jengka, Pahang.

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Published by Universiti Teknologi Mara (UiTM) Cawangan Pahang - March 2022 | 90

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Published by Universiti Teknologi Mara (UiTM) Cawangan Pahang - March 2022 | 91

Figure 5 Activities with SKJP (2) students in the classroom Conclusion

Photosynthesis 'Grow A Tree' is an innovative teaching and learning method that incorporates problem-solving, practice, and memorization. It is also very helpful in allowing students to fully comprehend the photosynthesis process. It has the potential to become a family activity between parents and their children. It is hoped that it will pique the interest of young people, in particular, in expanding their understanding of scientific learning. The data analysis demonstrating the effectiveness of the interactive learning kit Photosynthesis 'Grow A Tree' will be included in future research.

Acknowledgement

The authors would like to thank Universiti Teknologi MARA Pahang for providing facilities to carry out this interactive learning kit as well as the teachers and students in Sekolah Kebangsaan Jengka Pusat (2), Bandar Pusat Jengka, Pahang for their cooperation and participation in making this project a success.

Conflict of interest

Author hereby declares that there is no conflict of interest with any organization or financial body for supporting this research.

References

Cojocariu, V. M., & Boghian, I. (2014). Teaching the relevance of game-based learning to preschool and primary teachers. Procedia-Social and Behavioral Sciences, 142, 640-646.

Demirkiran, M. C., & Tansu Hocanin, F. (2021). An investigation on primary school students’ dispositions towards programming with game-based learning. Education and Information Technologies, 26(4), 3871-3892.

Dugnol-Menéndez, J., Jiménez-Arberas, E., Ruiz-Fernández, M. L., Fernández-Valera, D., Mok, A., & Merayo-Lloves, J. (2021). A collaborative escape room as gamification strategy to increase learning motivation and develop curricular skills of occupational therapy students. BMC Medical Education, 21(1), 1-13.

Greenhill, A., Holmes, K., Woodcock, J., Lintott, C., Simmons, B. D., Graham, G., ... &

Masters, K. (2016). Playing with science: Exploring how game activity motivates users participation on an online citizen science platform. Aslib Journal of Information Management.

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24(04), 43-48.

Nieto-Escamez, F. A., & Roldán-Tapia, M. D. (2021). Gamification as online teaching strategy during COVID-19: a Mini-review. Frontiers in psychology, 1644.

Reeves, T. C. & Hedberg, J.G. (2003). Interactive Learning Systems Evaluation. Educational Technology Publication, New Jersey.

Senthamarai, S. (2018). Interactive teaching strategies. Journal of Applied and Advanced Research. 3(1), 36-38.

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