UPSI Digital Repository (UDRep)
Start | FAQ | About

QR Code Link :

Type :article
Subject :Q Science (General)
ISSN :0094243X
Main Author :Sayed Yusoff Syed Hussain
Additional Authors :Tan, Wee Hoe
Muhammad Zaffwan Idris
Title :Digital game based learning: a new method in teaching and learning Mathematics
Year of Publication :2017

Abstract :
Digital game-based learning (DGBL) had been regarded as a sound learning strategy in raising pupils' willingness and interest in many disciplines. Normally, video and digital games are used in the teaching and learning mathematics. based on literature, digital games have proven its capability in making pupils motivated and are more likely to contribute to effective learning mathematics. Hence this research aims to construct a DGBL in the teaching of Mathematics for Year 1 pupils. Then, a quasi-experimental study was carried out in a school located in Gua Musang, Kelantan, involving 39 pupils. Specifically, this article tests the effectiveness of the use of DGBL in the teaching of the topic Addition of Less than 100 on pupil's achievement. This research employed a quasi-experiment, Pre and Post Test of Non-equivalent Control Group design. The data were analysed using the Nonparametric test namely the Mann-Whitney U. The research finding shows the use of the DGBL could increase the pupils' achievement in the topic of Addition of Less than 100. In practice, this research indicates that the DBGL can utilized as an alternative reference strategy for Mathematics teacher.

References

1. (2001) Penggunaan Teknologi Maklumat Dan Komunikasi (ICT) Dalam Pengajaran Dan Pembelajaran. Cited 2 times. Kementerian Pendidikan Malaysia 2. Brom, C., Šisler, V., Slavik, R. Implementing digital game-based learning in schools: Augmented learning environment of 'Europe 2045' (2010) Multimedia Systems, 16 (1), pp. 23-41. Cited 39 times. doi: 10.1007/s00530-009-0174-0 3. Tan, W.H., Johnston-Wilder, S., Neill, S. Examining the potential of game-based learning through the eyes of maths trainee teachers (2008) Proc. Br. Soc. Res. into Learn. Math., 28 (3), pp. 120-124. Cited 7 times. 4. Yilmaz, K. Social studies teachers' views of learner-centered instruction (2008) European Journal of Teacher Education, 31 (1), pp. 35-53. Cited 18 times. doi: 10.1080/02619760701845008 5. Connolly, T.M., Stansfield, M. From e-learning to games-based e-learning: Using interactive technologies in teaching an IS course (2007) International Journal of Information Technology and Management, 6 (2-4), pp. 188-208. Cited 37 times. 6. Prensky, M. (2007) Digital Game-Based Learning, 1 (1). 2nd ed., St. Paul, Minnesota: Paragon House 7. Djaouti, D., Alvarez, J., Jessel, J., Rampnoux, O. (2011) Serious Games and Edutainment Applications, pp. 25-43. Cited 109 times. Origins of Serious Games in, London: Springer 8. Prensky, M. (2001) Digital Game-Based Learning, pp. 1-19. Cited 2408 times. The Digital Game-Based Learning Revolution, McGraw-Hill 9. Swearingen, D.K. (2011) Effect of Digital Game Based Learning on Ninth Grade Students ' Mathematics Achievement. Cited 4 times. Oklahoma University 10. Neville, D.O., Shelton, B.E., McInnis, B. Cybertext redux: using digital game-based learning to teach L2 vocabulary, reading, and culture (2009) Computer Assisted Language Learning, 22 (5), pp. 409-424. Cited 38 times. http://www.tandf.co.uk/journals/titles/09588221.asp doi: 10.1080/09588220903345168 11. Mayo, M.J. Games for science and engineering education (2007) Communications of the ACM, 50 (7), pp. 30-35. Cited 159 times. doi: 10.1145/1272516.1272536 12. Lotherington, H., Ronda, N.S. Gaming geography: Educational games and literacy development in the Grade 4 classroom Authors (2009) Can. J. Learn. Technol., 35 (3), p. 19. 13. Razak, A., Connolly, T., Hainey, T. (2011) Games and Creativity in Education and Training(GACET 11); Italy, pp. 57-64. The Implementation of DGBL Approach in Primary School across Renfrewshire, Scotland In. Barajas, M; Trifonova, A; Delli Veneri, A; Frossard, F; Mellini, B (eds)," in 14. Ulicsak, M. (2010) Games in Education: Serious Games. Cited 106 times. 15. Cheng, Y.-M., Lou, S.-J., Kuo, S.-H., Shih, R.-C. Investigating elementary school students' technology acceptance by applying digital game-based learning to environmental education (2013) Australasian Journal of Educational Technology, 29 (1), pp. 96-110. Cited 28 times.http://ascilite.org.au/ajet/submission/ index.php/AJET/article/download/65/34 16. Kim, B., Park, H., Baek, Y. Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning (2009) Computers and Education, 52 (4), pp. 800-810. Cited 228 times. doi: 10.1016/j.compedu.2008.12.004 17. (2011) Understanding Tablet Device Users. Cited 3 times. AdMob/Google USA 18. Iacovides, I., Aczel, J., Scanlon, E., Taylor, J., Woods, W. Motivation, engagement and learning through digital games (2011) International Journal of Virtual and Personal Learning Environments, 2 (2), pp. 1-16. Cited 16 times. doi: 10.4018/jvple.2011040101 18. Karafili, M., Stana, A. The Learning of Mathematics Supported by GBL - A Novelty for Albanian Preschool System (2012) J. Educ. Soc. Res., 2, pp. 297-306. Cited 2 times. September 19. Annetta, L.A., Cheng, M.-T., Holmes, S. Assessing twenty-first century skills through a teacher created video game for high school biology students (2010) Research in Science and Technological Education, 28 (2), pp. 101-114. Cited 37 times. doi: 10.1080/02635141003748358 20. Ke, F., Grabowski, B. Gameplaying for maths learning: Cooperative or not? (2007) British Journal of Educational Technology, 38 (2), pp. 249-259. Cited 154 times. doi: 10.1111/j.1467-8535.2006.00593.x 21. Meluso, A., Zheng, M., Spires, H.A., Lester, J. Enhancing 5th graders' science content knowledge and self-efficacy through game-based learning (2012) Computers and Education, 59 (2), pp. 497-504. Cited 86 times. doi: 10.1016/j.compedu.2011.12.019 22. Moreno, R. Who Learns Best with Multiple Representations? Cognitive Theory Predictions onIndividual Differences in Multimedia Learning (2002) 2002 World Conference on Educational Multimedia, Hypermedia & Telecommunications, p. 7. 23. Spires, H., Rowe, J., Mott, B., Lester, J. Problem solving and game-based learning: Effects of middle grade students' hypothesis testing strategies on learning outcomes (2011) Journal of Educational Computing Research, 44 (4), pp. 453-472. Cited 63 times. doi: 10.2190/EC.44.4.e 24. Panoutsopoulos, H., Sampson, D.G. A study on exploiting commercial digital games into school context (2012) Educational Technology and Society, 15 (1), pp. 15-27. Cited 33 times. http://www.ifets.info/journals/15_1/3.pdf 25. Sayed Yusoff, S.H., Tan, W.H., Zaffwan, I.M. Digital Game-Based Learning for Remedial Mathematics Students: A New Teaching and Learning Approach in Malaysia (2014) International Symposium on Simulation and Serious Games 2014, pp. 112-117. 26. Yang, Y.-F. Developing a reciprocal teaching/learning system for college remedial reading instruction (2010) Computers and Education, 55 (3), pp. 1193-1201. Cited 29 times. doi: 10.1016/j.compedu.2010.05.016 27. Chen, Y.-H., Lin, C.-P., Looi, C.-K., Shao, Y., Chan, T.-W. A collaborative cross number puzzle game to enhance elementary students' arithmetic skills (2012) Turkish Online Journal of Educational Technology, 11 (2), pp. 1-14. Cited 4 times. http://www.tojet.net/articles/v11i2/1121.pdf 28. Hung, C., Huang, I., Hwang, G. Effects of digital game-based learning on students' self-efficacy, motivation, anxiety, and achievements in learning mathematics (2014) J. Comput. Educ., 1 (2-3), pp. 151-166. Cited 26 times. 29. Katmada, A., Mavridis, A., Tsiatsos, T. Implementing a game for supporting learning in mathematics (2014) Electronic Journal of e-Learning, 12 (3), pp. 230-242. Cited 13 times. http://www.ejel.org/issue/download.html?idArticle=284 30. Ku, O., Chen, S.Y., Wu, D.H., Lao,A.C.C., Chan,T.-W. The effects of game-based learning on mathematical confidence and performance: High ability vs. low ability (2014) Educational Technology and Society, 17 (3), pp. 65-78. Cited 21 times. http://www.ifets.info/journals/17_3/5.pdf 31. Woo, J.-C. Digital game-based learning supports student motivation, cognitive success, and performance outcomes (2014) Educational Technology and Society, 17 (3), pp. 291-307. Cited 34 times. http://www.ifets.info/journals/17_3/21.pdf 32. Chen, Z.-H., Liao, C.C.Y., Cheng, H.N.H., Yeh, C.Y.C., Chan, T.-W. Influence of game quests on pupils' enjoyment and goal-pursuing in math learning (2012) Educational Technology and Society, 15 (2), pp. 317-327. Cited 40 times. http://www.ifets.info/journals/15_2/27.pdf 33. Vandermaas-Peeler, M., Ferretti, L., Loving, S. Playing The Ladybug Game: Parent guidance of young children's numeracy activities (2012) Early Child Development and Care, 182 (10), pp. 1289-1307. Cited 25 times. doi: 10.1080/03004430.2011.609617 34. Kebritchi, M., Hirumi, A., Bai, H. The effects of modern mathematics computer games on mathematics achievement and class motivation (2010) Computers and Education, 55 (2), pp. 427-443. Cited 267 times. doi: 10.1016/j.compedu.2010.02.007 35. Ntourlia, M.-E., Gouscos, D., Meimaris, M. TuxMath: Is it possible for a game to enhance multiplication skills?(2010) 4th European Conference on Games Based Learning 2010, ECGBL 2010, pp. 280-290. Cited 2 times. ISBN: 978-162276708-3 36. Lee, Y.L. A Maths Game Model for Learning Fractions (2008) Int. J. Learn., 14 (12), pp. 225-234. Cited 5 times. 37. Ke, F. Classroom goal structures for educational math game application (2006) ICLS 2006 - International Conference of the Learning Sciences, Proceedings, 1, pp. 314-320. Cited 17 times. ISBN: 0805861742; 978-080586174-7 38. Wiersme, W. (1986) Research Methods in Education: An Introduction. Cited 499 times. 14th ed. Boston: Allyn and Bacon 39. Fraenkel, J.R., Wallen, N.E. (2006) How to Design and Evaluate Research in Education. Cited 2390 times. 6th ed. Boston: McGraw-Hill


This material may be protected under Copyright Act which governs the making of photocopies or reproductions of copyrighted materials.
You may use the digitized material for private study, scholarship, or research.

Back to previous page

Installed and configured by Bahagian Automasi, Perpustakaan Tuanku Bainun, Universiti Pendidikan Sultan Idris
If you have enquiries, kindly contact us at pustakasys@upsi.edu.my or 016-3630263. Office hours only.