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The purpose of this study is to investigate the effect of Malaysian Kimia (Chemistry) Digital Games(MyKimDG) module on students’ achievement and motivation in chemistry as wellas 21st century skills. Chemistry education in Malaysia should put greater emphasis on combination ofcognitive, sociocultural and motivational aspects to ensure that students arewell-equipped with knowledge, skills and values relevant to the new globaleconomy. Previous studies have reported that digital game-based learning (DGBL)provides opportunities for increasing students’ motivation in learning whileenhancing their academic achievement and 21st century skills. Based on the DGBLapproach as well as constructivist-constructionist learning theories, MyKimDG was developed as amechanism for achieving the desired goals. In this study,students were provided opportunities to take on the role of game designers,developing digital games while learning chemistry. This study employedquasi-experimental with non-equivalent control group pretest-posttest controlgroup design. Subjects were composed of 138 secondary students. Results showed that thetreatment group outperformed the control group in the chemistry achievement test. Inaddition, students’ self-efficacy and high productivity scoresimproved significantly between pretest and posttestfor treatment group. The findings imply that the inclusion of student as game designerapproach in chemistry learning is able to help studentsdevelop an in-depth knowledge on chemistry and foster their 21stcentury skills as well as increase students’ motivation in chemistry.
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