AIMA NUR HAMIZAH BINTI HJ ABDUL JALAL University College TATI
Speedify: Mastering Speed, Distance and Time Through Game-Based Learning is an interactive educational innovation developed for 12-year-old Standard 6 students studying the topic of speed in the Science Dual Language Programme syllabus. The project addresses difficulties faced by students in understanding abstract concepts, applying speed, distance and time formulas, and remaining engaged when learning relies mainly on textbooks, activity books and repetitive worksheets. Speedify combines visual learning, hands-on activities and game-based learning to create a clearer and more meaningful learning experience.
The innovation features the Speedify Board Game and Fast Flipbook series. The Board Game enables students to answer speed, distance and time questions through Challenge, Obstacle and Bonus Cards while recording calculations on a reusable whiteboard. This activity encourages formula application, fast thinking, teamwork and accurate calculation. The Fast Flipbook series uses sequential illustrations of walking, scooter riding and car movement to help students visualise and compare slow, moderate and fast speeds.
Speedify was pre-tested with Year 6 DLP students from Sekolah Kebangsaan Rantau Petronas, as well as external student and teacher participants. Preliminary feedback indicated that students found the learning process more enjoyable, interactive and easier to understand, while teachers reported that the topic became easier to teach. The reusable materials also reduce repeated worksheet printing and support Sustainable Development Goal 4: Quality Education. With an estimated production cost of RM40 and a proposed selling price of RM70 per unit, Speedify demonstrates potential for commercialisation among schools, teachers, tuition centres and educational organisations.
Keywords: game-based learning, speed, distance, time, Science DLP, visual learning, educational innovation