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Abstract
The research was aimed to measure the effectiveness of an education game (EG) which employed challenge characteristic for learning mathematics among primary school students. A game prototype with two different versions were developed using a multimedia authoring tool namely EG (challenge alone) and EG (challenge and score). A quantitative approach using quasi-experiment design was used to measure the effectiveness of the education game. A usability study has also been carried out, particularly focusing on testing the mobile-device and measuring reliability and validity aspects of the game. Forty standard one pupils were chosen using a purposive sampling technique as studied subjects. The subjects were divided into two groups of twenty pupils for the control and treatment groups equally. Data were collected and recorded for score achievement analysis for pre-test and post-test session. Data were statistically analysed using Mann Whitney U Test to investigate the differences between the .....
Thesis Published 2016 1251 hits Available

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