Risk Management Learning Module through Play: A Snakes and Ladders Framework
Authors
Centre of Studies for Building Surveying, Faculty of Built Environment (FBE), Kompleks Tahir Majid, Universiti Teknologi MARA, 40450 Shah Alam, Selangor Darul Ehsan (Malaysia)
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
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References
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