Risk Management Learning Module through Play: A Snakes and Ladders Framework

Authors

Mohd Zulakhmar Zakiyudin

Centre of Studies for Building Surveying, Faculty of Built Environment (FBE), Kompleks Tahir Majid, Universiti Teknologi MARA, 40450 Shah Alam, Selangor Darul Ehsan (Malaysia)

Mohamad Sufian Hasim

Centre of Studies for Building Surveying, Faculty of Built Environment (FBE), Kompleks Tahir Majid, Universiti Teknologi MARA, 40450 Shah Alam, Selangor Darul Ehsan (Malaysia)

Article Information

DOI: 10.47772/IJRISS.2025.925ILEIID000053

Subject Category: Environment

Volume/Issue: 9/25 | Page No: 294-299

Publication Timeline

Submitted: 2025-09-23

Accepted: 2025-09-30

Published: 2025-11-06

Abstract

This paper presents the development of a game-based learning module for teaching risk management, modelled on the traditional board game Snakes and Ladders. The aim is to transform a simple and familiar game into an innovative educational tool that engages learners in understanding and applying the fundamental stages of risk management: identification, analysis, evaluation, treatment, and monitoring. In this adaptation, ladders symbolize effective risk responses, proactive decision-making, and opportunities that allow participants to progress, while snakes represent unmanaged risks, misjudgements, or adverse outcomes that cause setbacks. This metaphorical representation offers a clear and memorable connection between gameplay and real-world risk management practices. The module integrates scenario-based learning within the game structure, requiring players to assess risks, choose strategies, and reflect on outcomes as they advance. This experiential format emphasizes active learning by encouraging players to move beyond theoretical knowledge and directly apply decision-making skills in simulated contexts. The interactive design fosters critical thinking, problem-solving, and collaborative discussion among participants, ensuring that abstract concepts are reinforced through practice and reflection. By gamifying the learning process, this innovation addresses limitations of traditional lecture-based instruction, making complex processes more engaging, accessible, and easier to retain. The use of a familiar game structure lowers entry barriers, motivates participation, and creates a dynamic environment for sustained learning. Ultimately, this game-based module demonstrates the potential of playful pedagogy in enhancing comprehension of risk management principles and equipping learners with transferable skills relevant to both academic and professional settings.

Keywords

Gamification in Education, Risk Management Module

Downloads

References

1. Anderson, P. H., & Lawton, L. (2009). Business simulations and cognitive learning: Developments, desires, and future directions. Simulation & Gaming, 40(2), 193–216. https://doi.org/10.1177/1046878108321624 [Google Scholar] [Crossref]

2. Biryukov, P., Denisova, A., & Lugmayr, A. (2021). Challenges in gamification design: A review of user-centered gamification frameworks. Multimodal Technologies and Interaction, 5(7), 34. https://doi.org/10.3390/mti5070034 [Google Scholar] [Crossref]

3. Cavus, N., Secil, E., & Bicen, H. (2023). Gamification in education: A systematic literature review. Education and Information Technologies, 28(1), 1–28. https://doi.org/10.1007/s10639-022-11217-2 [Google Scholar] [Crossref]

4. Chavarría Oviedo, J., & Avalos Charpentier, E. (2023). Simulation-based gamification to improve management decision-making. Journal of Management Education, 47(3), 412–429. https://doi.org/10.1177/10525629221123512 [Google Scholar] [Crossref]

5. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: Defining “gamification.” In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15). ACM. https://doi.org/10.1145/2181037.2181040 [Google Scholar] [Crossref]

6. Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392. https://doi.org/10.1016/j.compedu.2012.12.020 [Google Scholar] [Crossref]

7. Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work? – A literature review of empirical studies on gamification. In 2014 47th Hawaii International Conference on System Sciences (pp. 3025–3034). IEEE. https://doi.org/10.1109/HICSS.2014.377 [Google Scholar] [Crossref]

8. Johnson, D. W., & Johnson, R. T. (2009). An educational psychology success story: Social interdependence theory and cooperative learning. Educational Researcher, 38(5), 365–379. https://doi.org/10.3102/0013189X09339057 [Google Scholar] [Crossref]

9. Lutfi, A., Aftinia, S., & Permani, R. (2023). Enhancing learning outcomes through gamification: Evidence from business education. International Journal of Educational Technology in Higher Education, 20(1), 45. https://doi.org/10.1186/s41239-023-00450-6 [Google Scholar] [Crossref]

10. Ofosu-Ampong, K. (2020). The shift to gamification in education: A review on dominant issues. Journal of Educational Technology Systems, 49(1), 113–137. https://doi.org/10.1177/0047239520917629 [Google Scholar] [Crossref]

11. Ortiz-Colón, A. M., Jordán, J., & Agredai, J. M. (2018). Gamification in education: A systematic review. Journal of New Approaches in Educational Research, 7(2), 112–122. https://doi.org/10.7821/naer.2018.7.293 [Google Scholar] [Crossref]

12. van Roy, R., & Zaman, B. (2018). Need-supporting gamification in education: An experimental study. Computers & Education, 127, 83–95. https://doi.org/10.1016/j.compedu.2018.08.018 [Google Scholar] [Crossref]

13. Wilk Oliveira, J. M., Bittencourt, I. I., Isotani, S., & Jaques, P. A. (2023). Adaptive gamification in education: A systematic review and research agenda. Computers in Human Behavior, 138, 107435. https://doi.org/10.1016/j.chb.2022.107435 [Google Scholar] [Crossref]

14. Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249–265. https://doi.org/10.1037/a0031311 [Google Scholar] [Crossref]

Metrics

Views & Downloads

Similar Articles