Please use this identifier to cite or link to this item: http://repository.psa.edu.my/handle/123456789/4242
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dc.contributor.authorNUR AIN ZULAIKA BINTI SHAMSUL BAHARI-
dc.contributor.authorNUR HAFINAZHUDA BINTI MOHAMAD HASYAFI-
dc.contributor.authorAHMAD AQIL NURUDDIN BIN AHMAD NAZRI-
dc.contributor.authorMUHAMMAD AIMAN BIN ABDULLAH-
dc.date.accessioned2023-08-23T03:02:56Z-
dc.date.available2023-08-23T03:02:56Z-
dc.date.issued2023-
dc.identifier.urihttp://repository.psa.edu.my/handle/123456789/4242-
dc.description.abstractStudent grievances have become a serious problem for Microeconomics subjects who find it difficult to understand and appreciate the facts in the book. By examining the problems faced, it is proven that students prefer to practice mobile learning (m-learning) and gameplay in education. In this paper, we think about implementing Bigro Brain to help students learn while having fun following topic by topic to improve ability. Due to that situation, this examines the impact on achievement and explores students' perceptions of the board game we created before the final exam they will take in the first year of the semester. Achievement data is collected by students who will take the microeconomics paper and students who have taken the microeconomics subject. In order to achieve the objective, Bigro Brain was created for the students of Sultan Salahuddin Abdul Azis Shah Polytechnic (PSA) to solve the issues. Bigro Brain can be a real challenge of the process between fun in a game session but also gaining knowledge from the intended study. Bigro Brain can be expected to increase the understanding of knowledge, increase interpersonal interaction among participants, and increase participant motivation.en_US
dc.language.isoenen_US
dc.publisherPOLITEKNIK SULTAN SALAHUDDIN ABDUL AZIZ SHAHen_US
dc.subjectBIGRO BRAINen_US
dc.subjectBoard gameen_US
dc.subjectMicroeconomicsen_US
dc.subjectQR codeen_US
dc.subjectFun learningen_US
dc.titleBIGRO BRAINen_US
dc.typeFinal Year Project Reporten_US
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