ABSTRACT
ABSTRACT
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
elementary school sixth grade students (34 people). As a result, it is argued that gamification
1. INTRODUCTION
to teach it. The typical approach of being shown concepts and being expected to apply the
repetitive; many students fail to understand the truly free and explorative nature of what
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
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
technological game-playing context to a non-gaming situation (in this case, the context of a
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
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
implemented along with the application to other subjects such as science (Rosnani Hashim,
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
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
RESEARCH OBJECTIVES
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
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.