Non-digital gamification: Effects of teaching on mathematics achievement and student behavior
Mohd Afifi Bahurudin Setambah, Murugan Rajoo, Mohd Syaubari Othman, Tajol Rosli Shuib, Muhammad Alhaji Ibrahim
Sultan Idris Education University Sule Lamido University Kafin Hausa
内容与影响
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.
逐年被引趋势
关键指标
同类平均 = 1
同领域 · 同年份 · 同类型
Google Scholar 与 OpenAlex 的被引统计范围不同,数值存在差异属正常。
AI 辅助阅读
依据:摘要
回答优先基于摘要、文献信息与可获取全文;依据不足时会明确说明。
学术脉络
学科主题
计算机 / AIMathematics Education and Pedagogy
Educational Games and Gamification · Education Practices and Evaluation
参考文献 44
此处列出前 3 条
施引文献 6
按被引量排序,此处列出前 3 条