The Effectiveness of VR Cuisine as a Teaching Aid for Special Needs Students Culinary Basic Certificate of Selayang Community College, Malaysia

Syariza Binti Mohamad Samuri, Fazlilawati Binti Fadzil, Mohd Khaidir Bin Che Hassan


Teaching and learning methods for students with special needs require a new approach to attract interest, increase motivation and help strengthen memory. Game-based learning using VR Cuisine is a 21st-century learning approach identified to fit those needs. VR Cuisine is used as a teaching aid for basic special education modules of Western cuisine. The effectiveness of VR Cuisine as a teaching aid was studied on attitudes, behaviors, and skills among special needs students of the Basic Culinary Certificate, Selayang Community College, Malaysia. Qualitative methods through interviews and observations were conducted where differences in respondents’ behavior were observed and recorded to ensure the accuracy of the survey results. The study results found a positive increase in the game’s level of knowledge, behavior, and usefulness. Through observation, respondents have a high tendency to memorize movements and imitate game steps during real situations. In conclusion, using VR Cuisine as a teaching aid positively impacts changes in attitudes and behaviors among students with special needs. Game-based learning methods effectively create a more interesting, fun, interactive, and engaging learning environment.


Game -based learning; Virtual cooking games; Teaching and learning; Teaching aids

Full Text:



All, A., Nuñez Castellar, E. P., & Van Looy, J. (2015). Towards a conceptual framework for assessing the effectiveness of digital game-based learning. Computers and Education, 88, 29–37.

Azwadi, A., & Saiful, A. (2017). Penggunaan VLE dalam Pengajaran dan Pembelajaran Bahasa Inggeris. Jurnal Penyelidikan Pendidikan, 18, 20–27.

Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., & Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers and Education, 94, 178–192.

Boyle, S. (2011). Teaching toolkit : An introduction to games based learning. University College Dublin.

Fadzil, F. (2015). Penggunaan Alat Bantu Mengajar Grafik Bergambar Dalam Pengajaran Modul Masakan Barat (Potongan Sayur Komoditi) Persepsi Pelajar Pendidikan Khas Kolej Komuniti. International Seminar On Special Education for Southeast Asia Region 5th Series 2015.

Huizenga, J. C. (2017). Digital game-based learning in secondary education [Research Institute of Child Development and Education (RICDE)].

IDSA. (2003). Top ten industry Facts. Interactive digital software association. IDSA.

Lin, F. E., Kuo, Y. H., & Hsu, W. H. (2011). Multiple object localization by context-aware adaptive window search and search-based object recognition. Proceedings of the 2011 ACM Multimedia Conference and Co-Located Workshops, 41(1), 1021–1024.

Liu, Z. Y., Shaikh, Z. A., & Gazizova, F. (2020). Using the concept of game-based learning in education. International Journal of Emerging Technologies in Learning, 15(14), 53–64.

Mawas, E., N Bratz, M., Caravan, D., & Munteanu, C. (2019). Investigating the Learning Impact of Game-based Learning when Teaching Science to Children with Special Learning Needs. 30th Annual Conference of the Society for Information Technology and Teacher Education SITE.

Meredith, T. R. (2016). Game-Based Learning in Professional Development for Practicing Educators: A Review of the Literature. TechTrends, 60(5), 496–502.

Muhammad, Z., Sayed, Y., & Tan, W. H. (2013). Permainan Digital: Pendekatan Baharu Dalam Pendidikan Masa Depan. Prosiding Seminar Kebangsaan ICT Dalam Pendidikan.

Myers, M. (2020). Qualitative Research in Business & Management. (Third). New York: Sage Publications.

Rahman, K, A. (2011). Perisian Matematik bagi Tajuk Pecahan untuk Pelajar Berkeperluan Khas. Jurnal Teknologi Pendidikan Malaysia, 1(2), 39–47. Razak, A. A., & Connolly, T. (2013). Using games for learning, from the students’ perspectives. In European Conference on Games Based Learning. Academic Conferences International Limited., 706.

Siew, N. M., Geofrey, J., & Lee, B. N. (2016). Students’ Algebraic Thinking and Attitudes Towards Algebra: the Effects of Game-Based Learning Using Dragonbox 12 + App. The Research Journal of Mathematics and Technology, 5(1), 66–79.

Sulaiman, A. A., & Omar, S. (2018). Pelaksanaan program pendidikan inklusif bagi murid berkeprluan khas bermasalah pembelajaran di Malaysia: Satu tinjauan. Prosiding Seminar Antarabangsa Al-Quran Dalam Masyarakat Kontemporari, 32–40.

Watson, W. R., Mong, C. J., & Harris, C. A. (2011). A case study of the in-class use of a video game for teaching high school history. Computers and Education, 56(2), 466–474.

Weng, W., Smk, S., Paul, S., & Osman, K. (2018). Pembelajaran Berasaskan Permainan dalam Pendidikan Stem dan Penguasaan Kemahiran Abad Ke-21. Politeknik & Kolej Komuniti Journal of Social Sciences and Humanities, 3, 128–2875.

Zalizan, M. J. (2009). Pendidikan kanak-kanak berkeperluan khas: Konsep dan amalan. Bangi; University Kebangsaan Malaysia.


  • There are currently no refbacks.

Copyright (c) 2021 Journal of ICSAR

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Journal of ICSAR is Indexing by:






counter  ---> View Statistic

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.