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Impact of "DONKEY", "SNAP" DAN "KING" (DSK) non-digital gamification cards on fourth-grade students

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General Information Cached
Title
Impact of "DONKEY", "SNAP" DAN "KING" (DSK) non-digital gamification cards on fourth-grade students
Type
Article
Main Author
Mohd Afifi Bahurudin Setambah
Additional Authors
  • Mazlini Adnan
  • Syaza Hazwani Zaini
Subject
L Education (General)
ISBN
2089-6867
Language Code
eng
Bibliographic Details
Place of Production
Tanjung Malim
Publisher
Fakulti Pembangunan Manusia
Year of publication
2024
Notes
Infinity Journal
Dissertation Note
Other
Degree Type
Others
Corporate Name
Universiti Pendidikan Sultan Idris

Abstract

This research investigates the impact of Non-digital Gamification (NDG) techniques on students' math achievement, focusing on Fractions. Utilizing a quasi-experimental design, the study involved 100 primary school students in Perak. Two groups were formed: the control group, which followed traditional teaching methods, and the experimental group, which experienced NDG learning approaches. The findings indicate that students using NDG perform better in math (fractions) assessments compared to those using conventional methods. This study provides empirical evidence supporting the efficacy of NDG in teaching Fractions. The results underscore the potential for educators to innovate and enhance gamification tools, particularly in mathematics, contributing to educational advancements aligned with the goals of the Malaysian Ministry of Education. © 2024, STKIP Siliwangi Bandung (IKIP Siliwangi). All rights reserved.

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