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Type :article
Subject :L Education (General)
ISSN :1994-1625
Main Author :Mohd Afifi Bahurudin Setambah
Additional Authors :Rajoo, Murugan
Mohd Syaubari Othman
Title :Non-digital gamification: effects of teaching on mathematics achievement and student behavior
Place of Production :Tanjung Malim
Publisher :Fakulti Pembangunan Manusia
Year of Publication :2023
Notes :Nurture
Corporate Name :Universiti Pendidikan Sultan Idris
HTTP Link :Click to view web link

Abstract : Universiti Pendidikan Sultan Idris
Purpose: This study examined the effect of non-digital game-based teaching methods on student achievement in mathematics particularly in fractions. Design/Methodology/Approach: A quasi-experimental design involving 100 students from primary schools in the state of Perak. Two groups (the control group and the experimental group) were formed where the control group went through conventional learning while the experimental group used non-digital gamification learning methods. Data was collected using four instruments: the fraction topic mathematical achievement test, the math textbook (control group), the math textbook and fraction gamification kit (experimental group) and observation. Findings: Studies show that students who use NDGBL score better in math achievement tests (fractions) than those who study topics using conventional methods. There is a better effect on changing student behavior when using the NDGBL method than the conventional method. Implications, Conclusion and Contribution of Literature: This study provides empirical evidence about the NDGBL method for learning fractions. Findings also suggest that NDGBL is an innovative method that is still relevant and can be used to increase human capital and learn about fractions and mathematics. Copyright: 2023 by the authors. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).

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