Design and development EduPocket A+

Norfaridatul Akmar, Nur Yasmin Nadhirah, Ainul Tasneem, Iman Sabrina, Fitrah Nasuha


The objective of  Science, Technology, and Engineering Mathematics (STEM), is not only focused on scientific knowledge and concepts but 21st century skills such as collaborative skills, communication, critical thinking, creativity and computational thinking should be emphasized in science learning. This concept paper discusses how to develop the EduPocket A+ and this application features easy-to-grasp notes and animations to present the Physics syllabus in a simple manner. EduPocket A+ is an (Android APK) application where individuals are able to access notes) through interactive means as well as prep individuals to answer essay questions for the SPM Physics Paper 2. A review of the literature shows that educational games can improve student academic achievement. In addition, this learning approaches provide a fun learning environment, increasing active engagement students in learning, and increase students ’interest and motivation in STEM education. However, studies on game-based learning involving students as educational games designers or inventors are still lacking in Malaysia, especially at the secondary school. Furthermore, relatively little research has focused on the development of Edu-PocketA+  as effectiveness of educational games mastery of 21st century skills in STEM. Therefore, this concept paper discusses the development of EduPocketA+ that involving students in making games in learning, facilitating strategies in physics learning concepts and improve 21st century skills among students.


Arip, M. A. S. B. M., Sa’ad, F. B. M., Jaapar, N. B., Ali, K. B. M., Athdzar, N. H. B., & Rashid, W. N. B. W. A. (2014). Faktor, kesan dan strategi menangani permasalahan kurang tumpuan pelajar sekolah menengah di dalam kelas: suatu kajian kualitatif. International Counseling Conference and Work.

Behnamnia, N., Kamsin, A., & Ismail, M. A. B. (2020). The landscape of research on the use of digital game-based learning apps to nurture creativity among young children: A review. Thinking Skills and Creativity, 37, 100666.

Bhuiyan, T., & Mahmud, I. (2015). Digital game-based education: A meta analysis. International Conference of Inclusive Innovation and Innovative Management.

Chen, Y.-C. (2017). Empirical study on the effect of digital game-based instruction on students’ learning motivation and achievement. Eurasia Journal of Mathematics, Science and Technology Education, 13(7), 3177–3187.

Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1(1), 20–20.

Grove, N. P., & Bretz, S. L. (2012). A continuum of learning: from rote memorization to meaningful learning in organic chemistry. Chemistry Education Research and Practice, 13(3), 201–208.

Huizenga, J. C. (2017). Digital game-based learning in secondary education [University of Amsterdam]. In Unpublished doctoral dissertation). , Netherlands Retrieved from.

Hwang, G.-J., Chiu, L.-Y., & Chen, C.-H. (2015). A contextual game-based learning approach to improving students’ inquiry-based learning performance in social studies courses. Computers & Education, 81, 13–25.

Kao, G. Y.-M., Chiang, C.-H., & Sun, C.-T. (2017). Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity. Computers & Education, 113, 294–312.

Ku, O., Chen, S. Y., Wu, D. H., Lao, A. C. C., & Chan, T.-W. (2014). The effects of game-based learning on mathematical confidence and performance: High ability vs. low ability. Journal of Educational Technology & Society, 17(3), 65–78.

Liu, E. Z. F., & Chen, P.-K. (2013). The effect of game-based learning on students’ learning performance in science learning – A case of “Conveyance Go.” Procedia - Social and Behavioral Sciences, 103, 1044–1051.

Mohanty, S. D., & Cantu, S. (2011). Teaching introductory undergraduate physics using commercial video games. Physics Education, 46(5), 570–577.

Novak, J. D. (2010). Learning, creating, and using knowledge: Concept maps as facilitative tools in schools and corporations. Routledge.

Phang, F. A., Abu, M. S., Ali, M. B., & Salleh, S. (2014). Faktor penyumbang kepada kemerosotan penyertaan pelajar dalam aliran sains: satu analisis sorotan tesis. Sains Humanika, 2(4).

Said, A., & Normiati, N. (2017). Kualiti pengajaran guru: Isu dan cabaran semasa. Utusan Borneo (Sabah).

Sin, N. M., Talib, O., & Norishah, T. P. (2013). Merging of game principles and learning strategy using apps for science subjects to enhance student interest and understanding. Sains Humanika, 63(2).

Sumintono, B. (2017). Science education in Malaysia: challenges in the 21st century. Jurnal Cakrawala Pendidikan, 36(3).

Yeh, Y.-T., Hung, H.-T., & Hsu, Y.-J. (2017). Digital game-based learning for improving students’ academic achievement, learning motivation, and willingness to communicate in an English course. 2017 6th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI), 560–563.


Norfaridatul Akmar (Primary Contact)
Nur Yasmin Nadhirah
Ainul Tasneem
Iman Sabrina
Fitrah Nasuha
Akmar, N. ., Nadhirah, N. Y., Tasneem, A., Sabrina, I., & Nasuha, F. (2021). Design and development EduPocket A+. Momentum: Physics Education Journal, 5(1), 94–100.

Article Details