NVR338: KRISP DOBILAN

PAVANAJ A/L GUNASEELAN SJK (T) KERUH

K3IC25 | Novice Innovator

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The Krispy DOBILAN game was developed to address the challenges of categorizing word classes, particularly classifiers (penjodoh bilangan), which serve as a foundation for learning more complex grammar rules. Students often mistakenly assume all words are classifiers, lack awareness of classifiers that precede nouns, and struggle to identify and understand the function of different types of classifiers—leading to incorrect usage.

This issue inspired researchers to create an educational kit that combines meaning with gamified learning to help students grasp classifiers more easily and effectively. After a year-long study, a new concept emerged: Krispy DOBILAN. This kit includes learning cards featuring words paired with images, and a gamified board game inspired by the popular game Monopoly.

The kit is designed around a cupcake theme to attract students’ interest in grammar, especially classifiers. The cupcake-themed board and illustrated cards simplify teaching and learning (PdP) while strengthening students’ understanding. Built on the concept of joyful learning (didik hibur), the kit incorporates hands-on activities supported by materials.

The concept was tested among 20 students from vernacular schools (SJK) in the Hulu Perak district through pre- and post-assessments. Results showed that students successfully categorized different types of classifiers and experienced an enjoyable learning environment. Additionally, Higher Order Thinking Skills (HOTS/KBAT) were effectively integrated through questions based on Bloom’s Taxonomy levels, with digital elements included via Google Slides.

Keywords: classifiers, Krispy DOBILAN, board game, HOTS, material-supported practice