JIN224: BIMLI : STEAM EDITION (BINGO FOR INFORMATION MANAGEMENT AND LITERACY INSTRUCTION)

NUHA INARAH BINTI MOHD SHAFIZ SEKOLAH KEBANGSAAN BANDAR LAGUNA MERBOK

BIMLI : STEAM EDITION (Bingo for Information Management and Literacy Instruction) is a self directed, non digital instructional game designed as a self instructing learning system to support integrated STEAM learning in primary classrooms. Although STEAM education is widely promoted, classroom practice often remains teacher dependent and content driven, limiting learner autonomy and increasing instructional burden. BIMLI : STEAM EDITION addresses this challenge by embedding instructions, learning cues, decision prompts, and feedback directly into the game structure, enabling meaningful learning to occur independently without continuous teacher facilitation. Learners engage through a structured bingo style format that requires interpreting clues, making conceptual matches, and progressing toward defined learning outcomes. The game is organised around five core learning components which include foundational science concepts, basic scientific and design processes, everyday technologies, creative interpretation and communication through arts based reasoning, and real life and responsible applications of science and technology. Through interpreting clues and justifying decisions, learners integrate scientific reasoning, engineering thinking, arts based interpretation, and literacy processes within a single structured activity. This design shifts the teacher role from content delivery to learning facilitation and positions students as active and independent participants. Classroom implementation with primary learners demonstrated sustained engagement, consistent on task behaviour, peer discussion, and repeated voluntary participation during independent learning periods. The game requires minimal preparation, functions effectively in low resource settings, and can be adapted across subjects and age levels without structural redesign. This innovation demonstrates how structured, self directed play can function as a scalable instructional model for early STEAM education that strengthens learner autonomy, interdisciplinary thinking, and meaningful classroom engagement while reducing teacher workload.