The effect of fun and interactive games as a strategy in teaching coordinates to enhance students’ performance in Mathematics

  • Nurjailam Hamzah Universiti Kebangsaan Malaysia - Malaysia
  • Siti Mistima Maat Universiti Kebangsaan Malaysia - Malaysia
  • Zanaton H. Iksan Universiti Kebangsaan Malaysia - Malaysia
Keywords: fun and interactive games, students’ mathematics performance.

Abstract

This research is aimed to help students develop their mathematical concept, as well as emphasizing the appropriate use of information technology among Year Three students. The current mathematics curriculum in Year Three primary school in Malaysia was introduced in 2018. This quantitative study used a quasi-experimental method. Thus, this study examines the differences in performance between a controlled group and experimental group from a school in Malaysia. Paired samples test results have proven that the experimental group performed better than the controlled group. It was also found that fun and interactive games can increase students’ understanding and interest towards mathematics. Interactive games can contribute least time to master some mathematical concepts in a fun way. Therefore, the fun and interactive game is a superior instrument that can be utilized by primary students in learning mathematics in order to encourage learning and innovation skills in the 21st century.

Downloads

Download data is not yet available.

Metrics

Metrics Loading ...

Author Biography

Siti Mistima Maat, Universiti Kebangsaan Malaysia - Malaysia

Corresponding author. Universiti Kebangsaan Malaysia, 43600 Bangi, Selangor, Malaysia. Corresponding author.

References

Ali, S., & Maat, S. M. (2019). Exploring the 21st Century Teaching and Learning Practice among Mathematics Secondary School Teachers. International Journal of Academic Research in Progressive Education and Development, 8(2), 361–378.

Bahagian Pembangunan Kurikulum (2017). Kurikulum Standard Sekolah Rendah: Dokumen Standard Kurikulum dan Pentaksiran Matematik Tahun 3 (Edisi Bahasa Inggeris). Putrajaya: Kementerian Pendidikan Malaysia

Brawerman, A., Bortoloti, C., Guimaraes, L. B., Granato, L. C., Aroldi, M. D., & de Sauza, V. M. (2013). ABC game-educating through mobile devices. In International Conference on Interactive Computer Aided Blended Learning. (146-150).

Bulduk, S. (2003). Psikolojide deneysel araştırma yöntemleri. İstanbul: Çantay Kitabevi.

Christensen, L. B. (2004). Experimental methodology. Boston. MA: Pearson Allyn & Bacon.

Cita Puspitasari & Subiyanto (2017). A New Tool to Facilitate Learning Reading for Early Childhood. Malaysian Online Journal of Educational Technology. 5(3),1-15

Colbry, Stephanie & College, Cabrini & Adair, Rodger. (2014). Collaboration Theory. The Journal of Leadership Education. 13, 63-75.

Creswell, John W. (2015). Educational research: Planning, conducting, and evaluating quantitative and qualitative research (5th ed.). Boston, MA: Pearson.

Drezner, Zvi & Turel, Ofir & Zerom, Dawit. (2008). A Modified Kolmogorov-Smirnov Test for Normality. Germany: University Library of Munich.

Fraenkel, J. R., & Wallen, N. E. (1993). How to design and evaluate research in education (2nd ed.). Boston, MA: McGraw Hill.

Gros, B. (2007). Digital games in education: The design of gamesbased learning environments. Journal of Research on Technology in Education, 40(1), 23-38. http://dx.doi.org/10.1080/15391523. 2007.10782494

Harris, C. (2009). Meet the New School Board: Board games are back – and they’re exactly what your curriculum needs. School Library Journal, 55, 24-26. https://images.pearsonassessments.com/images/tmrs/Assessing_21st_Century_Skills_NCME.pdf

Jasni, S.R, Zailani,S. & Zainal, H. (2018). Gamification Approach In Learning Arabic Language. Journal of Fatwa Management and Research.

Keesee,G.S.(2012).Educational Games.Retrieved http://teachinglearningresources.pbworks.com/w/page/35130965/Educational%20Games

Kementerian Pendidikan Malaysia (2012). Laporan awal pelan pembangunan pendidikan Malaysia 2013-2025. Putrajaya, Malaysia. Retrieved from http://www.moe.edu.my/btp/wp-content/uploads/2012/Blueprint/Preliminary-Blueprint-BM.pdf

Khaleel, F.L., Ashaari, N.S., Wook, T.S.M.T., Ismail, A. (2016).Gamification elements for learning applications. International Journal on Advanced Science, Engineering and Information Technology. 6(6), 864-874

Khaleel, F.L., Ashaari, N.S., & Wook, T.S.M.T., (2019). An empirical study on gamification for learning programming language website. Jurnal Teknologi. 81(2), 151-162

Laal, Marjan & Laal, Mozhgan & Khattami Kermanshahi, Zhina. (2012). 21st Century Learning; Learning in Collaboration. Procedia - Social and Behavioral Sciences. 47. 1696-1701. 10.1016/j.sbspro.2012.06.885.

Lai, E. R. & Viering, M. (2012). Assessing 21st Century Skills: Integrating Research Findings. National Council on Measurement in Education. Vancouver, B.C. 1-66. Retrieved from

MacKenty, B. (2006). All Play and No Work. School Library Journal, 52, 46-48.

Monk, S. (1992). Students’ understanding of a function given by a physical model. In G. Harel & E. Dubinsky (Eds.), The concept of function: Aspects of epistemology and pedagogy. MAA Notes, 25, 175–193).

Muslimin,M.S., Nordin, N.M, Mansor, A.Z & Yunus, M.M. (2017).The Design And Development Of Mobieko: A Mobile Educational App For Microeconomics Module. Malaysian Journal of Learning and Instruction: Special Issues .221-255

Oehrtman, M., Carlson, M & Thompson,P.W.(2008). Foundational Reasoning Abilities that Promote Coherence in Students’ Function Understanding. In M. P. Carlson & C. L. Ramussen (Eds.) Making the Connections: Research and Teaching in Undergraduate Mathematics Education. Washington: Mathematical Association of America.

Prensky, M. (2001). Digital Game-Based Learning. New York, NY: McGraw-Hill.

Ridhuan, M., Lim, T., Bakar, Z. A., Ali, R. M., Faye, I., & Hasan, H. (2012). The Impact of Video Games in Children’s Learning of Mathematics. World Academy of Science, Engineering and Technology International Journal of Educational and Pedagogical Sciences. 6(4), 607–613.

Shadish, W., Cook, T., & Campbell, D. (2002). Experimental and Quasi-experimental designs for generalized causal inference. Boston: Houghton Mifflin Company.

Simon, C. & Stuart, S. (2016). Collaboration in the 21st century: Implications for assessment. Research Matters: A Cambridge Assessment publication. (22). 17-22.

Wong, W.S & Kamisah, O. (2018). Pembelajaran Berasaskan Permainan dalam Pendidikan STEM dan Penguasaan Kemahiran Abad Ke-21. Politeknik & Kolej Komuniti Journal of Social Sciences and Humanities. 3, 121-135.

Published
2019-12-30
How to Cite
Hamzah, N., Mistima Maat, S., & H. Iksan, Z. (2019). The effect of fun and interactive games as a strategy in teaching coordinates to enhance students’ performance in Mathematics. Religación. Revista De Ciencias Sociales Y Humanidades, 4(22), 274-278. Retrieved from http://revista.religacion.com/index.php/religacion/article/view/579