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Mohd Arami Md Jais
Penampang Community College

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EDUDEAFBIZ: Deaf-Friendly Gamified Game for Entrepreneurship Learning Nik Afiqah Kamil; Rabeah Md Zin; Nur Angriani Nurja; Mohd Arami Md Jais; Noraini Lunchin
Tech-E Vol. 10 No. 1 (2026): TECH-E (Technology Electronic)
Publisher : Fakultas Sains dan Teknologi-Universitas Buddhi Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31253/te.v10i1.4636

Abstract

This study presents EduDeafBiz, a browser-based gamified learning tool designed to support entrepreneurship learning among deaf and hard-of-hearing TVET students. Although game-based learning is widely used in educational technology, limited studies have focused on visual-first, no-audio, bilingual, and sign-supported entrepreneurship games for deaf TVET learners. EduDeafBiz addresses this gap through short missions, icon-based navigation, captioned instructions, optional sign-language videos, quizzes, immediate feedback, badge rewards, and instructor-editable JSON content. The prototype was evaluated through a 60-minute classroom pilot involving 20 deaf and hard-of-hearing students using a single-group pre-test and post-test design. Usability, motivation, accessibility, and engagement were assessed using adapted SUS, IMI, an accessibility checklist, and game-use data. The mean quiz score increased from 41.2% to 77.6%. EduDeafBiz achieved an SUS score of 82.1 and an IMI score of 5.8 out of 7. All participants completed the missions, 65% replayed at least one mission, and 85% used the sign-language toggle. These preliminary pilot findings indicate that EduDeafBiz is feasible, usable, and potentially supportive of short-term entrepreneurship learning among deaf and hard-of-hearing TVET students.