International Journal of
Information and Education Technology

Editor-In-Chief: Prof. Jon-Chao Hong
Frequency: Monthly
ISSN: 2010-3689 (Online)
E-mali: editor@ijiet.org
Publisher: IACSIT Press
 

OPEN ACCESS
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IJIET 2025 Vol.15(12): 2603-2612
doi: 10.18178/ijiet.2025.15.12.2456

Needs Analysis for Developing an Educational Hybrid Board Game for Python Programming

Mohamad Firdaus Che Abdul Rani1,2,*, Nor Hafizah Adnan2, Ahmad Zamri Mansor2, Melor Md Yunus2, Imane El Mourabit3, and Tan Chin Ike1
1. School of Computing, Asia Pacific University of Technology and Innovation, Malaysia
2. Faculty of Education, Universiti Kebangsaan Malaysia, Malaysia
3. Faculty of Sciences Ain Chock, University Hassan II of Casablanca, Morocco
Email: firdaus@apu.edu.my (M.F.C.A.R.); norhafizah@ukm.edu.my (N.H.A.); azamri@ukm.edu.my (A.Z.M.); melor@ukm.edu.my (M.M.Y.); imane.elmourabit-etu@etu.univh2c.ma (I.E.M.); tan.chinike@apu.edu.my (T.C.I.)
*Corresponding author

Manuscript received April 28, 2025; revised June 5, 2025; accepted July 15, 2025; published December 9, 2025

Abstract—This study investigates the challenges faced by introductory-level Information and Communications Technology (ICT) higher education students in learning Python programming and examines the potential of using a hybrid board game as a formative assessment tool. A needs analysis was conducted through a survey of 143 diploma-level students, focusing on their understanding of Python topics, difficulties encountered, and preferred learning methods. Key challenges identified include difficulties in understanding advanced topics, debugging, and program design. The study adopts a Design and Development Research (DDR) approach, with this paper focusing on the initial needs analysis phase. The results highlight a demand for interactive, formative tools to enhance programming comprehension and motivation. Findings will inform the design of a hybrid board game that blends physical and digital elements to improve programming comprehension, support formative assessment, and foster learner engagement. Future research will focus on developing the game, defining its components, aligning game mechanics with educational goals, and evaluating its usability and effectiveness.

Keywords—needs analysis, higher education, hybrid board game, python programming, formative assessment, programming learning difficulties


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Cite: Mohamad Firdaus Che Abdul Rani, Nor Hafizah Adnan, Ahmad Zamri Mansor, Melor Md Yunus, Imane El Mourabit, and Tan Chin Ike, "Needs Analysis for Developing an Educational Hybrid Board Game for Python Programming," International Journal of Information and Education Technology, vol. 15, no. 12, pp. 2603-2612, 2025.


Copyright © 2025 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

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