Project Title Gymmanji 2.0: The Accounting Classification Game
Project Category Innovation
Abstract Gymmanji 2.0 is an interactive real-life game that simulates knowledge about business environment. This is a form of hands-on learning that will facilitate the Gen Z students to participate in their learning process. Gymmanji 2.0 board game is created to help the players gain basic knowledge in accounting and business and in the same time confidence to practice these knowledge and skills in the real-world. Based on gym environment as a business model, students are required to pick the business item miniatures and classify them based on the accounting elements. The game is for 1-4 players and must be solved within the stipulated time. Mark will be given for the correct answer. In the hope that Gymmanji2.0 will help the students to get exposure on how business operate and practically apply the basic accounting knowledge in a real-life situation. In terms of commercialization, this product can be a learning material for accounting beginners or any other institutions which offer accounting subject.
Validation Status Validated
Validation Date 2020-07-15

 

Staff Status
Ting Hie Ling Member
Shafinaz Lyana Leader
Fatin Adilah Razali Member
Dayang Hummida binti Abang Abdul Rahman Member
Norizuandi Bin Ibrahim Member
Mahruf Bin Abd. Rahman Member

 

Event Name Event Date Event Level Achievement Event Venue
Virtual Innovation Competition 2020 (VIC2020) 2020-06-30 National Silver Universiti Teknologi MARA Cawangan Kelantan Kampus Machang