Tech-E
Vol. 10 No. 1 (2026): TECH-E (Technology Electronic)

EDUDEAFBIZ: Deaf-Friendly Gamified Game for Entrepreneurship Learning

Nik Afiqah Kamil (Polytechnic and Community College)
Rabeah Md Zin (Politeknik Sultan Azlan Shah)
Nur Angriani Nurja (Politeknik Kota Kinabalu)
Mohd Arami Md Jais (Penampang Community College)
Noraini Lunchin (Penampang Community College)



Article Info

Publish Date
03 Aug 2026

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.

Copyrights © 2026






Journal Info

Abbrev

te

Publisher

Subject

Computer Science & IT

Description

Jurnal Tech-E dikembangkan dengan tujuan menampung karya ilmiah Dosen dan Mahasiswa, baik hasil tulisan ilmiah maupun penelitian yang berupa hasil studi ...