ABSTRACT

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ABSTRACT

This paper explores the use of gamification in math lessons for children in order to highlight

the relationship between math education and its application to society. In school education,

there is an existing problem about how to relate concepts learned in math to everyday life.

One of the reasons for this problem is that it is difficult for teachers to set appropriate

questions for students. We investigated a classroom using gamification intended for

elementary school sixth grade students (34 people). As a result, it is argued that gamification

is effective in math education.

1. INTRODUCTION

Mathematics is an extraordinarily broad field, and the creativity that is inherent in

mathematical study is poorly conveyed by the often-conventional educational methods used

to teach it. The typical approach of being shown concepts and being expected to apply the

learned concepts in problem-solving is often reported by students to be boring, dry, and

repetitive; many students fail to understand the truly free and explorative nature of what

mathematics study at the post-secondary level is like.

Students often develop an aversion to Mathematics and very often, look forward to the games

that they would play during breaks instead of focusing on the subject. Instead of this

approach (which does not aim to discredit the repetitive drilling method of mathematics

education, but aims to introduce nuance into it), the field of mathematics lends itself well to

simulation, and creative game-like discovery. Hence, the practice of gamifying tasks or

activities enables mathematics education to acquire some of the interesting qualities of the

games that the students intend to play during their breaks.


In school education, there is an existing problem about how to relate concepts learned in math

to situations in everyday life. One of the reasons is that it is difficult for teachers to set

appropriate questions to students learning math. For example, when the teacher asks a math

question, students do not think about it in relation to society. Therefore, this study considers

the use of gamification to solve this problem.

Gamification is the application of aspects such as “scenarios” and “competition” from a

technological game-playing context to a non-gaming situation (in this case, the context of a

classroom). A performance evaluation was conducted using gamification. First, teachers

made a realistic scenario using videos and photos related to the math lesson.; second, children

competed with each other in the same scenario. This study highlights and verifies the concept

and effectiveness of implementation of gamification method that was used for children

learning math.

BACKGROUND OF STUDY

PROBLEM STATEMENT

Teaching and facilitation (PdPc) of Mathematics teachers that are teacher-centered and

patterned traditional is still practiced until now. Teaching and learning techniques used by

the teacher in the classroom does not attract the attention of the students. This causes there to

be students who lack of interest and lack of appreciation of the content of Mathematics

Education lessons. Study from Mohd Fuad et al. (2014) found that there are still teachers

who only use the old method ie chalk and talk. There are also teachers who only give

priority to skills in answering exam questions and memorizing facts (Norzaharah


Yahaya, 2011). A deep understanding of Mathematics knowledge is important for the

next process that is, internalization. Lack of knowledge due to lack of understanding in

class is not will be able to produce appreciation in students.( FIND RESEARCH ABOUT

TEACHER) This balance should be struck in every student and become a requirement for

high-level thinking skills (KBAT) in the eyes of Mathematics Education lessons to be

implemented along with the application to other subjects such as science (Rosnani Hashim,

2012). But unfortunately, the implementation of KBAT by Mathematics education teachers is

still at a moderate level despite the teachers' knowledge of KBAT is high (Norasmahani et al.,

2015).

To make PdPc effective, students need to have the right attitude and interest deeply to follow

the lessons taught. According to Mazulina (2004), to achieve good academics, students need

to be positive about their studies. Usage of information technology in PdPc in primary school

can form attitudes and interest for learn according to Johari et al. (2012), the use of

information technology in the field of teaching can speed up the learning process due to

increased student interest and motivation to learn. Likewise in the view of Suzana et al.

(2014) who stated that information technology can encourage interest in lessons and further

promote learning through access self. (ADD WHATS THE PROBLEM)

ADD MORE PROBLEMS MIN 5

Study background

The term of gamification was introduced by game designer Nick Pelling in 2002 and its used

widespread in 2010 (Kamasheva et al., 2015). Basically, the use of gamification in PdPc is

implemented with the intention of enabling students overcome challenges and enjoy

intellectual educational experiences (Ong et al., 2013). Some researchers have studied the

effectiveness of gamification methods in some subjects such as Arabic (Siti Rohani et al.,
2019), algebraic expressions (Siti Norhaida, 2017), manhaj qiraat (Muhammad Aizuddin et

al., 2019), theory module learning (Nurul Ain et al., 2018) and environmental course

(Rahimah Wahid, 2019). This study focuses on students at National Schools who have a

variety economic background and family education level.

RESEARCH OBJECTIVES

The objectives of this study:

i. To determine whether gamification can improve the motivation of students

towards learning mathematics

ii. To determine if the implementation of Gamification in teaching process of

mathematics can improve the academic score of Grade 4 students in Mathematics

iii. To determine the concept used of Gamification in teaching process of

Mathematics

RESEARCH QUESTIONS

This study describes on the teachers’ concepts and implementation in using gamification

method in the teaching process specifically in the topic of multiplication with the research

questions of this study are :

i. How far teachers’ acceptance on gamification in teaching multiplication?

ii. What are teachers’ concepts in perceiving Gamification method in teaching process?

iii. Do teachers’ able to implement the gamification methods to enhance their teaching

skills?
DEFINATION OF TERMS

gamification concept

primary mathematics

gamification implementation

mathematics teachers
Chapter 3

METHODOLOGY

This study is a quantitative study conducted on Year 5 students from school in Teluk Intan,

Perak, 5 teachers were selected by purposive sampling as a sample of this study. A set of

questionnaires was used as the research instrument and has been distributed to the teachers

after a learning session by using gamification has been conducted. This questionnaire consist

of 3 parts that measure teachers’ concept and implementation using gamification in teaching

process. A total of 30 items were listed in the questionnaire in order to measure these aspects.

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