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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXV October 2025
Risk Management Learning Module through Play: A Snakes and Ladders
Framework
*1
Mohd Zulakhmar Zakiyudin and
2
Mohamad Sufian Hasim,
1 2
Centre of Studies Building Surveying, Faculty of Built Environment (FBE), Kompleks Tahir Majid,
University Technology MARA, 40450 Shah Alam, Selangor Darul Ehsan
*
Corresponding Author
DOI: https://dx.doi.org/10.47772/IJRISS.2025.925ILEIID000053
Received: 23 September 2025; Accepted: 30 September 2025; Published: 06 November 2025
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, Snakes and Ladders, Experiential
Learning, Decision-Making Skills
INTRODUCTION
Problem Statement
Risk management education is often seen as technical and abstract, which reduces engagement and limits skill
development. Traditional teaching approaches rely heavily on lectures and case studies, which may not fully
capture the dynamic and uncertain nature of risk. Gamification, defined as the use of game elements in non-
game contexts (Ofosu-Ampong, 2020; Ortiz-Colón, Jordán, & Agredai, 2018), provides an alternative by
embedding learning in playful environments that improve motivation and comprehension. This gap highlights
the need for innovative tools that simplify abstract concepts, enhance motivation, and provide learners with
practical and memorable experiences.
LITERATURE REVIEW
Gamification in education has received increasing scholarly attention as a pedagogical strategy to enhance
engagement, motivation, and learning outcomes. Deterding et al. (2011) first formalized the concept, defining
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXV October 2025
gamification as the use of game elements in non-game contexts. Since then, research has documented its
impact across diverse domains including business, health, and engineering education (Ofosu-Ampong, 2020;
Ortiz-Colón, Jordán, & Agredai, 2018).
Studies consistently show that gamification enhances learner motivation and persistence by creating
interactive, immersive environments that make abstract knowledge more tangible (Cavus et al., 2023). For
example, Lutfi, Aftinia, and Permani (2023) demonstrated that game-based approaches improve knowledge
retention by linking content with memorable game experiences. Similarly, Chavarría Oviedo and Avalos
Charpentier (2023) found that simulation-based gamification promotes decision-making and problem-solving
skills in management education.
Gamification is also strongly connected to collaborative learning. Multiplayer and team-based formats foster
communication, negotiation, and shared problem-solving, which are particularly relevant for professional
fields such as project management and organizational studies (Domínguez et al., 2013). By embedding social
interaction, gamification not only facilitates individual learning but also mirrors real-world group dynamics.
However, the literature also highlights potential challenges. Biryukov et al. (2021) caution that poorly designed
gamified tools can oversimplify complex content, reducing educational value. Additionally, van Roy and
Zaman (2018) argue that the motivational effects of gamification may diminish over time if novelty is not
sustained, suggesting the need for adaptive and evolving designs.
Within risk management education, gamification remains underexplored. While simulations and case studies
are widely used, few studies have examined the use of simple board-game metaphors to contextualize risk
concepts. The Snake and Ladder framework thus contributes to this gap by offering a familiar, low-barrier
entry point that connects theoretical concepts of risk, opportunity, and uncertainty with experiential gameplay.
Objectives
This project is guided by four key objectives. The first is to develop an interactive, gamified learning module
that effectively conveys the principles of risk management in a more engaging format. The second objective is
to demonstrate the adaptability of the Snakes and Ladders framework as a metaphor for risks, opportunities,
and uncertainty, thereby simplifying complex concepts for learners. Third, the project aims to enhance learner
engagement, knowledge retention, decision-making, and collaboration, leveraging gamified interactions to
foster both cognitive and practical skills (Wouters, van Nimwegen, van Oostendorp, & van der Spek, 2013;
Johnson & Johnson, 2009). Finally, the module seeks to explore commercialisation pathways, including
integration into academic programs, corporate training, and professional development platforms (Wilk
Oliveira, Bittencourt, Isotani, & Jaques, 2023).
METHODOLOGY
The methodology adopted for this study was organized into three interconnected phasesdesign and
development, implementation, and evaluationto systematically address the four stated objectives. These
objectives were: (1) to develop an interactive gamified learning module that conveys risk management
principles in an engaging format; (2) to demonstrate the adaptability of the Snakes and Ladders framework as a
metaphor for risks, opportunities, and uncertainty; (3) to enhance learner engagement, knowledge retention,
decision-making, and collaboration through gamified interactions; and (4) to explore commercialization
pathways for wider academic and professional adoption.
Phase 1: Design and Development; The first phase focused on the conceptualization and construction of the
game-based learning module, addressing primarily Objective 1 and Objective 2.
The Snakes and Ladders framework was adapted as the central pedagogical metaphor. Ladders symbolized
opportunities and proactive decision-making, snakes represented failures in risk mitigation, and dice rolls
reflected the inherent role of uncertainty in organizational contexts. This adaptation served to simplify complex
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
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theoretical concepts and translate them into tangible, interactive experiences, thereby operationalizing
Objective.
To ensure alignment with real-world applicability, risk-related scenarios were embedded at key points on the
board. These scenarios, inspired by organizational contexts such as compliance breaches, market volatility, or
strategic innovations, were designed to trigger structured discussions, assessments, and problem-solving
activities [(Chavarría Oviedo & Avalos Charpentier, 2023)]. This process of scenario development directly
supported Objective 1 by embedding authentic, interactive learning content and contributed to Objective 3 by
fostering decision-making and applied understanding.
Game mechanics were then refined to balance elements of chance with deliberate choices. Rule sets, scenario
cards, and debriefing prompts were designed to scaffold learning while maintaining learner engagement.
Supplementary materials were developed to ensure theoretical principles were consistently reinforced through
gameplay, further advancing Objective 3.
Phase 2: Implementation; The second phase concentrated on the deployment of the module in a collaborative
learning environment, addressing Objectives 1, 2, and 3.
Gameplay was structured around team-based participation, with learners grouped to encourage
communication, negotiation, and shared decision-making. This format not only aligned with established
principles of collaborative learning [(Domínguez et al., 2013)] but also directly advanced Objective 3 by
fostering engagement and interpersonal skills.
During gameplay sessions, participants rolled dice, advanced on the board, and engaged with scenario prompts
that required collective deliberation. Successful strategies were rewarded by ascending ladders, while
overlooked risks led to setbacks through snakes. Facilitators supported the process by guiding learners to
connect these outcomes with established risk management theories and frameworks. In this way, the
implementation phase reinforced Objective 1 through experiential interaction and Objective 2 through active
demonstration of the metaphors adaptability.
Each session concluded with structured reflection and debriefing exercises, in which learners critically
examined their decisions, outcomes, and group dynamics. These discussions allowed learners to consolidate
theoretical knowledge while linking game experiences to real-world organizational contexts [(Anderson &
Lawton, 2009)], thereby strengthening knowledge retention and decision-making capacity in line with
Objective 3.
Phase 3: Evaluation; The final phase involved assessing the effectiveness of the module in achieving the
intended learning outcomes and examining its potential for wider application, directly addressing Objectives 3
and 4.
Learner feedback was collected through post-session surveys and focus groups to evaluate perceptions of
engagement, enjoyment, and conceptual clarity. In parallel, observational data were recorded to assess
collaborative interactions, negotiation skills, and problem-solving approaches, providing qualitative insights
into skill development [(Wouters et al., 2013; Johnson & Johnson, 2009)].
Knowledge retention and decision-making improvements were measured through pre- and post-session
assessments. These evaluations provided evidence of cognitive gains and validated the modules capacity to
enhance both theoretical understanding and practical application, thus addressing Objective 3.
Finally, the findings were synthesized to explore commercialization pathways. This included assessing the
adaptability of the module for integration into academic curricula, corporate training initiatives, and
professional development programs. Considerations of scalability, packaging, and sustainability were
examined to inform potential routes to wider adoption [(Wilk Oliveira, Bittencourt, Isotani, & Jaques, 2023)],
thereby fulfilling Objective 4.
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Benefit and Learning Outcomes
The adaptation of the traditional Snake and Ladder game for risk management education provides multiple
pedagogical benefits aligned with contemporary approaches to experiential and gamified learning. One of the
most significant advantages is enhanced engagement and motivation. Gamification leverages familiar, playful
structures to lower barriers to participation and sustain learner interest, a finding supported in educational
research (Deterding et al., 2011; Hamari et al., 2014).
Second, the game format contributes to stronger knowledge retention. By linking risks and opportunities to
concrete and memorable in-game events, learners are more likely to recall and transfer abstract concepts into
practice. Prior studies highlight how interactive simulations and games improve long-term retention compared
to traditional didactic methods (Wouters et al., 2013).
Third, the gameplay environment facilitates practical decision-making skills. As players confront simulated
riskreward trade-offs, they practice critical thinking and judgment within a safe, low-stakes setting. This
aligns with evidence that game-based learning environments provide effective training grounds for developing
strategic decision-making competencies (Anderson & Lawton, 2009).
Finally, the use of Snake and Ladder in a group format fosters collaborative learning. Team-based play
encourages communication, negotiation, and shared problem-solving, mirroring professional risk management
environments. Gamified group tasks have been shown to strengthen peer learning, teamwork, and social
interaction (Johnson & Johnson, 2009).
Taken together, these benefits demonstrate the value of gamification as a pedagogical tool for translating
complex risk management concepts into more accessible, engaging, and impactful learning outcomes.
Challenges and Considerations
Despite its potential, gamification in risk management education is not without limitations. Oversimplification
of concepts risks trivializing the seriousness of risk management. Effective integration requires careful
instructional design and teacher preparedness to maintain a balance between playfulness and rigor (Biryukov et
al., 2021). Additionally, while gamification may initially enhance motivation, research indicates that novelty
effects may diminish over time, necessitating iterative design improvements to sustain learner engagement
(van Roy & Zaman, 2018).
Commercialisation
Commercialisation opportunities for the Snakes and Ladders risk management module are varied and extend
beyond academic contexts. First, the module can be adapted into training programs for professional sectors
such as finance, healthcare, and engineering, where risk management skills are essential (Ofosu-Ampong,
2020). Second, customisable kits, available in both physical and digital formats, could be developed to address
sector-specific requirements or organizational contexts. Third, the framework lends itself to e-learning
platforms, enabling online and blended delivery models that enhance accessibility and scalability (Wilk
Oliveira, Bittencourt, Isotani, & Jaques, 2023). Finally, the module has potential as a consultancy tool, offering
organizations a practical means of assessing team decision-making and collaboration under simulated risk
scenarios (Biryukov, Denisova, & Lugmayr, 2021)
NOVELTY AND RECOMMENDATIONS
The novelty of this project lies in adapting a simple childhood game into a professional learning tool for risk
management. Its simplicity, cultural familiarity, and adaptability give it a unique edge in the gamification and
education markets (Deterding et al., 2011).
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CONCLUSION AND RECOMMENDATIONS
This study achieved its four guiding objectives by demonstrating the potential of gamification, specifically
through the adaptation of the Snakes and Ladders framework, to enhance risk management education. The first
objectivedeveloping an interactive gamified modulewas realized through the creation of a customized
board game that translated abstract risk concepts into an engaging, practice-oriented learning experience. The
second objectiveillustrating the adaptability of the Snakes and Ladders metaphorwas met by successfully
aligning “snakes” with risks, “ladderswith opportunities, and dice rolls with uncertainty, thereby simplifying
the complexity of organizational dynamics.
The third objectiveenhancing learner engagement, knowledge retention, decision-making, and
collaborationwas addressed through gameplay that combined chance with strategy, structured scenarios, and
reflective debriefing. Feedback and observations highlighted improvements in motivation, conceptual
understanding, and teamwork, underscoring the effectiveness of the module as a pedagogical tool. The fourth
objectiveexploring commercialization pathways—was advanced through an examination of the modules
adaptability for integration into academic curricula, corporate training, and professional development
programs, pointing to opportunities for wider implementation and scalability.
Taken together, the findings affirm that gamification can transform technical, abstract content into accessible
and interactive learning experiences. By bridging theory and practice, the Snakes and Ladders model
demonstrates how playful learning can foster deeper comprehension, active collaboration, and transferable
skills relevant to both academic and professional contexts.
To strengthen the impact and sustainability of the Snakes and Ladders risk management module, several
recommendations are proposed. First, it is important to conduct empirical studies that assess the effectiveness
of the module across both academic and professional contexts, ensuring that outcomes are evidence-based and
generalizable [(van Roy & Zaman, 2018)]. Second, the development of digital versions of the module is
recommended to improve scalability, interactivity, and accessibility for diverse learner groups [(Wilk Oliveira,
Bittencourt, Isotani, & Jaques, 2023)]. Third, fostering partnerships with educational institutions and corporate
trainers will be crucial to expanding adoption and embedding the module into existing teaching and training
frameworks.
In addition, curriculum developers are encouraged to adapt risk scenarios to specific industry and learner
needs, and facilitators should incorporate structured debriefing to connect gameplay outcomes with established
risk management frameworks. Future research should also examine the long-term retention and transfer of
learning, and pilot commercialization initiatives will be necessary to evaluate the feasibility of integrating the
module into wider educational and professional development ecosystems.
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