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EMPOWERING YOUNG LEARNERS THROUGH DIGITAL ENTREPRENEURSHIP (i-LED): A STUDY ON THE i-LED LEARNING MODULE

Year 2025, Volume: 3 Issue: 1, 63 - 73, 30.08.2025

Abstract

The advancement of technology has significantly reshaped education, enabling more dynamic and accessible teaching through Information and Communication Technology (ICT). This shift has led to innovative strategies, including the use of interactive media such as videos, simulations, and gamified learning tools. Aligned with the Malaysia Education Blueprint (2015–2025), the Ministry of Education has emphasized the importance of instilling entrepreneurial values from an early age. However, kindergarten curricula still lack integration of these elements. Early exposure to entrepreneurship is essential in nurturing leadership, decision-making, competitiveness, and financial literacy in young children. Despite its importance, digital entrepreneurship remains largely unfamiliar to early childhood educators in Malaysia. Awareness and implementation at the preschool level are limited, and the use of digital tools in line with the National Entrepreneurship Policy remains underdeveloped. This study introduces a Digital Entrepreneurship Education Module for Children using the Interactive Learning Digital (i-LED) approach, developed with experts input and based on the ADDIE instructional design model. The module features structured content, pedagogical strategies, and multimedia enhancements—such as text, audio, graphics, and video—to make learning more effective and engaging. Its implementation aims not only to support educators but also to increase awareness among parents and stakeholders of the need to equip future generations with entrepreneurial and digital skills—contributing to a balanced, future-ready economy in line with National Transformation 2050 (TN50).

References

  • Abdul Halim. (2007). Children’s early exposure to computers and technology in Malaysia (Unpublished master’s thesis). Universiti Pendidikan Sultan Idris.
  • Ab Hassan, N. (2012). Entrepreneurship knowledge among preschool teachers in Malaysia. Journal of Education and Entrepreneurship, 5(2), 45–56.
  • AbRahman, A., Mohd Salleh, S. M., & Ismail, Z. (2003). Penggunaan permainan komputer dalam pengajaran dan pembelajaran konsep sains. Universiti Teknologi Malaysia.
  • Aldoobie, N. (2015). ADDIE model. American International Journal of Contemporary Research, 5(6), 68–72.
  • Alsawaier, R. S. (2019). The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology, 36(1), 56–79. https://doi.org/10.1108/IJILT-02-2018-0025
  • Branch, R. M. (2009). Instructional design: The ADDIE approach. Springer.
  • Bruner, J. (1996). The culture of education. Harvard University Press.
  • Chung, C. Y., & Chang, C. C. (2017). The effectiveness of digital game-based learning on student motivation and achievement. International Journal of Distance Education Technologies, 15(2), 66–80. https://doi.org/10.4018/IJDET.2017040105
  • Dayang Tiawa Awang Hamid. (2006). Multimedia dalam pendidikan awal kanak-kanak. Universiti Malaysia Sarawak.
  • Department of Statistics Malaysia. (2023). Children statistics, Malaysia, 2023. https://www.dosm.gov.my
  • European Commission. (2012). Effects and impact of entrepreneurship programmes in higher education. Publications Office of the European Union.
  • do Paço, A., & Palinhas, M. (2011). Teaching entrepreneurship to children: A case study. Journal of Small Business and Enterprise Development, 18(4), 613–627. https://doi.org/10.1108/14626001111179767
  • Fayolle, A., & Gailly, B. (2008). From craft to science: Teaching models and learning processes in entrepreneurship education. Journal of European Industrial Training, 32(7), 569–593.
  • Financial Education Network. (2019). National strategy for financial literacy 2019–2023. Bank Negara Malaysia. https://www.bnm.gov.my
  • Gee, J. P. (2007). What video games have to teach us about learning and literacy. Palgrave Macmillan.
  • Heckman, J. J., García, J. L., Ermini Leaf, D., & Prados, M. J. (2020). The lifecycle benefits of an influential early childhood program. Journal of Political Economy, 128(7), 2479–2545.
  • Inanna, R. M., Ikhwan, M. H., & Marhawati. (2020). Silk weaving as a cultural heritage in the informal entrepreneurship education perspective. Journal of Entrepreneurship Education, 23(1), 1–11.
  • Jufri, M., & Wirawan, H. (2018). Internalizing the spirit of entrepreneurship in early childhood education through traditional games. Education + Training, 60(1).
  • Kayode, B. K., Husain, K., & Abdaljawwad, O. N. A. (2025). The impact of economic literacy components on entrepreneurship potential among secondary school students in Sik, Kedah. Educational Process: International Journal, 16. https://doi.org/10.22521/edupij.2025.16.248
  • Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Prentice Hall. Lizawati, M. I., Norlidah, A., & Saedah, S. (2017). Gamification approach in education to enhance students’ learning. Journal of Research, Policy & Practice of Teachers & Teacher Education (JRPPTTE), 7(2), 34–42.
  • Mad Noor, N., & Harun, H. (2019). Game-based learning and students’ cognitive engagement: A Malaysian case study. Journal of Technology and Science Education, 9(2), 222–231.
  • Ministry of Entrepreneur Development. (2019). National entrepreneurship policy 2030 (NEP 2030). Government of Malaysia.
  • Ministry of Economic Affairs. (2019). Shared prosperity vision 2030. Government of Malaysia.
  • Ministry of Education Malaysia. (2018). Malaysia Education Blueprint 2013–2025 (Preschool to post-secondary education). Ministry of Education Malaysia. https://www.moe.gov.my/
  • Mokhtar, N. A. A. (2015). Pengurusan kewangan dalam kalangan kanak-kanak sekolah rendah di Malaysia [Master’s thesis, Universiti Malaya].
  • Muhamad, M. M., Hassan, R., & Sidek, S. (2015). Integrating digital game-based learning into classroom instruction: A framework. International Education Studies, 8(11), 119–126. https://doi.org/10.5539/ies.v8n11p119
  • OECD. (2015). OECD/INFE toolkit for measuring financial literacy and financial inclusion. OECD Publishing. Othman, N., & Othman, N. H. (2017). Entrepreneurial intentions among university students. International Journal of Academic Research in Business and Social Sciences, 7(11), 556–572. https://doi.org/10.6007/IJARBSS/v7-i11/3471
  • P21. (2009). Framework for 21st century learning. Partnership for 21st Century Skills. http://www.battelleforkids.org/networks/p21
  • Piaget, J. (1952). The origins of intelligence in children. International Universities Press.
  • Putra, R. A., & Iqbal, M. (2016). Gamification dalam pendidikan: Satu kajian literatur. In Proceedings of the International Conference on Education (pp. 1–7).
  • Siti Fatimah, A. R. (2001). Pendidikan melalui permainan komputer: Satu kajian awal. Universiti Kebangsaan Malaysia.
  • Smaldino, S. E., Lowther, D. L., & Russell, J. D. (2005). Instructional technology and media for learning (8th ed.). Pearson Education.
  • Syahrin, S., Farah, A. H., & Hafizan, A. R. (2020). Keusahawanan dan literasi kewangan dalam kalangan pelajar. Jurnal Pengurusan dan Penyelidikan Pendidikan, 37(2).
  • Tezel, Z. (2020). Financial education for children and youth: A comparative study. Children and Youth Services Review, 118, Article 105394.
  • Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.
  • World Bank. (2019). World development report 2019: The changing nature of work. World Bank Publications.

EMPOWERING YOUNG LEARNERS THROUGH DIGITAL ENTREPRENEURSHIP (i-LED): A STUDY ON THE i-LED LEARNING MODULE

Year 2025, Volume: 3 Issue: 1, 63 - 73, 30.08.2025

Abstract

The advancement of technology has significantly reshaped education, enabling more dynamic and accessible teaching through Information and Communication Technology (ICT). This shift has led to innovative strategies, including the use of interactive media such as videos, simulations, and gamified learning tools. Aligned with the Malaysia Education Blueprint (2015–2025), the Ministry of Education has emphasized the importance of instilling entrepreneurial values from an early age. However, kindergarten curricula still lack integration of these elements. Early exposure to entrepreneurship is essential in nurturing leadership, decision-making, competitiveness, and financial literacy in young children. Despite its importance, digital entrepreneurship remains largely unfamiliar to early childhood educators in Malaysia. Awareness and implementation at the preschool level are limited, and the use of digital tools in line with the National Entrepreneurship Policy remains underdeveloped. This study introduces a Digital Entrepreneurship Education Module for Children using the Interactive Learning Digital (i-LED) approach, developed with experts input and based on the ADDIE instructional design model. The module features structured content, pedagogical strategies, and multimedia enhancements—such as text, audio, graphics, and video—to make learning more effective and engaging. Its implementation aims not only to support educators but also to increase awareness among parents and stakeholders of the need to equip future generations with entrepreneurial and digital skills—contributing to a balanced, future-ready economy in line with National Transformation 2050 (TN50).

References

  • Abdul Halim. (2007). Children’s early exposure to computers and technology in Malaysia (Unpublished master’s thesis). Universiti Pendidikan Sultan Idris.
  • Ab Hassan, N. (2012). Entrepreneurship knowledge among preschool teachers in Malaysia. Journal of Education and Entrepreneurship, 5(2), 45–56.
  • AbRahman, A., Mohd Salleh, S. M., & Ismail, Z. (2003). Penggunaan permainan komputer dalam pengajaran dan pembelajaran konsep sains. Universiti Teknologi Malaysia.
  • Aldoobie, N. (2015). ADDIE model. American International Journal of Contemporary Research, 5(6), 68–72.
  • Alsawaier, R. S. (2019). The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology, 36(1), 56–79. https://doi.org/10.1108/IJILT-02-2018-0025
  • Branch, R. M. (2009). Instructional design: The ADDIE approach. Springer.
  • Bruner, J. (1996). The culture of education. Harvard University Press.
  • Chung, C. Y., & Chang, C. C. (2017). The effectiveness of digital game-based learning on student motivation and achievement. International Journal of Distance Education Technologies, 15(2), 66–80. https://doi.org/10.4018/IJDET.2017040105
  • Dayang Tiawa Awang Hamid. (2006). Multimedia dalam pendidikan awal kanak-kanak. Universiti Malaysia Sarawak.
  • Department of Statistics Malaysia. (2023). Children statistics, Malaysia, 2023. https://www.dosm.gov.my
  • European Commission. (2012). Effects and impact of entrepreneurship programmes in higher education. Publications Office of the European Union.
  • do Paço, A., & Palinhas, M. (2011). Teaching entrepreneurship to children: A case study. Journal of Small Business and Enterprise Development, 18(4), 613–627. https://doi.org/10.1108/14626001111179767
  • Fayolle, A., & Gailly, B. (2008). From craft to science: Teaching models and learning processes in entrepreneurship education. Journal of European Industrial Training, 32(7), 569–593.
  • Financial Education Network. (2019). National strategy for financial literacy 2019–2023. Bank Negara Malaysia. https://www.bnm.gov.my
  • Gee, J. P. (2007). What video games have to teach us about learning and literacy. Palgrave Macmillan.
  • Heckman, J. J., García, J. L., Ermini Leaf, D., & Prados, M. J. (2020). The lifecycle benefits of an influential early childhood program. Journal of Political Economy, 128(7), 2479–2545.
  • Inanna, R. M., Ikhwan, M. H., & Marhawati. (2020). Silk weaving as a cultural heritage in the informal entrepreneurship education perspective. Journal of Entrepreneurship Education, 23(1), 1–11.
  • Jufri, M., & Wirawan, H. (2018). Internalizing the spirit of entrepreneurship in early childhood education through traditional games. Education + Training, 60(1).
  • Kayode, B. K., Husain, K., & Abdaljawwad, O. N. A. (2025). The impact of economic literacy components on entrepreneurship potential among secondary school students in Sik, Kedah. Educational Process: International Journal, 16. https://doi.org/10.22521/edupij.2025.16.248
  • Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Prentice Hall. Lizawati, M. I., Norlidah, A., & Saedah, S. (2017). Gamification approach in education to enhance students’ learning. Journal of Research, Policy & Practice of Teachers & Teacher Education (JRPPTTE), 7(2), 34–42.
  • Mad Noor, N., & Harun, H. (2019). Game-based learning and students’ cognitive engagement: A Malaysian case study. Journal of Technology and Science Education, 9(2), 222–231.
  • Ministry of Entrepreneur Development. (2019). National entrepreneurship policy 2030 (NEP 2030). Government of Malaysia.
  • Ministry of Economic Affairs. (2019). Shared prosperity vision 2030. Government of Malaysia.
  • Ministry of Education Malaysia. (2018). Malaysia Education Blueprint 2013–2025 (Preschool to post-secondary education). Ministry of Education Malaysia. https://www.moe.gov.my/
  • Mokhtar, N. A. A. (2015). Pengurusan kewangan dalam kalangan kanak-kanak sekolah rendah di Malaysia [Master’s thesis, Universiti Malaya].
  • Muhamad, M. M., Hassan, R., & Sidek, S. (2015). Integrating digital game-based learning into classroom instruction: A framework. International Education Studies, 8(11), 119–126. https://doi.org/10.5539/ies.v8n11p119
  • OECD. (2015). OECD/INFE toolkit for measuring financial literacy and financial inclusion. OECD Publishing. Othman, N., & Othman, N. H. (2017). Entrepreneurial intentions among university students. International Journal of Academic Research in Business and Social Sciences, 7(11), 556–572. https://doi.org/10.6007/IJARBSS/v7-i11/3471
  • P21. (2009). Framework for 21st century learning. Partnership for 21st Century Skills. http://www.battelleforkids.org/networks/p21
  • Piaget, J. (1952). The origins of intelligence in children. International Universities Press.
  • Putra, R. A., & Iqbal, M. (2016). Gamification dalam pendidikan: Satu kajian literatur. In Proceedings of the International Conference on Education (pp. 1–7).
  • Siti Fatimah, A. R. (2001). Pendidikan melalui permainan komputer: Satu kajian awal. Universiti Kebangsaan Malaysia.
  • Smaldino, S. E., Lowther, D. L., & Russell, J. D. (2005). Instructional technology and media for learning (8th ed.). Pearson Education.
  • Syahrin, S., Farah, A. H., & Hafizan, A. R. (2020). Keusahawanan dan literasi kewangan dalam kalangan pelajar. Jurnal Pengurusan dan Penyelidikan Pendidikan, 37(2).
  • Tezel, Z. (2020). Financial education for children and youth: A comparative study. Children and Youth Services Review, 118, Article 105394.
  • Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.
  • World Bank. (2019). World development report 2019: The changing nature of work. World Bank Publications.
There are 36 citations in total.

Details

Primary Language English
Subjects Islamic Economy
Journal Section 1. Sayı
Authors

Nurul Aliah Mustafa 0000-0002-8436-8085

Publication Date August 30, 2025
Submission Date August 6, 2025
Acceptance Date August 30, 2025
Published in Issue Year 2025 Volume: 3 Issue: 1

Cite

APA Mustafa, N. A. (2025). EMPOWERING YOUNG LEARNERS THROUGH DIGITAL ENTREPRENEURSHIP (i-LED): A STUDY ON THE i-LED LEARNING MODULE. Karatay İslam İktisadı Ve Finans Dergisi, 3(1), 63-73.