Assessment 1
Assessment 1
Assessment 1
access pictures and videos, navigate ‘Youtube’, and interact indicates that students learn mathematics
and participate in games and digital applications that are better with effective and appropriate
In an era defined by rapid technological through the internet helps students take a
advancement, education has experienced a profound more active role in learning without any
transformation. Traditional classroom settings have evolved constraints of space and time (Suartama et al.,
into dynamic, digital landscapes, with digital instruction 2020). Digital tools and resources often
dissemination. According to Kamarudin et al. (2019), the gamification, and multimedia, which can
level of student interest in teaching and learning is low when make learning math more engaging and
the conventional approach is employed. However, recent enjoyable for students. This increased
assessment of empirical studies on the use of digital engagement can lead to better retention of
technology usage "does not, in the main, live up to their Interactive multimedia and
projected promise to revolutionize the learning experience" gamification has increased learning outcomes,
(Bray & Tangney, 2017). One such a recent study indicates motivation, and critical thinking skills.
that students learn mathematics better with effective and However, there was still a lack of
appropriate technology (Prienen, 2020), while another mathematics learning in multimedia and
previous study highlights that the adoption of technology of gamification to help students develop their
mathematics education improves learning (Niess, 2006). critical thinking skills. Therefore, this
Integrating technology into the curriculum has become research aims to develop students perception
a priority for better knowledge (Kuron & Tompodung, 2020; on multimedia and gamification in Grade 11
Walters et al., 2018). According to UNESCO (2021), one of Senior High School. Furthermore, this
the main aims of education is to prepare future generations for research also focuses on the effectiveness on
this digital future, and to equip them to deal with the rapid digital pathways in learning mathematics,
development of technologies, cope with the continuous access which is one of the goals of education.
to vast amounts of new knowledge and information, and Therefore, this research aims to develop
foster critical thinking, sense-making, creativity and Student perception on the effectiveness of
collaboration skills to excel in digital contexts. The use of the digital pathways in learning mathematics.
internet can benefit both teachers and students during the Multimedia technology certainly improves
learning process (Darmawan, 2016; Singhal, 2017).Also, one teaching and learning, but it has several
such a recent study indicates that students learn mathematics drawbacks when it comes to educational
better with effective and appropriate technology (Perienen, applications. Several constraints exist, such as
2020), while another previous study highlights that the inhospitable programming or user interface,
learning (Niess, 2006). Learning through the internet helps and expertise, time constraints, and elevated
students take a more active role in learning without any maintenance expenses (Al-Ajmi and Aljazzaf,
constraints of space and time (Suartama et al., 2020). Digital 2020; Putra, 2018). However, recent
tools and resources often incorporate interactive elements, assessment of empirical studies on the use of
gamification, and multimedia, which can make learning math digital technology in mathematics education
more engaging and enjoyable for students. This increased emphasizes that technology usage "does not,
engagement can lead to better retention of mathematical in the main, live up to their projected promise
concepts. Digital platforms can adapt to individual student’s to revolutionize the learning experience"
learning needs, offering customized exercises and challenges (Bray & Tangney, 2017).
instruction.
Students. This study help students to better understand the effectiveness of digital pathways, such as
use of digital instruction in terms of learning mathematics. gamification and multimedia to better engage
development
institution.
This study focuses on the digital pathways that assess This study focuses on the
the mathematical excellence of the students. The study will effectiveness of digital pathways in learning
only focus on one digital instruction, which is video-based mathematics. The study will focuses on
instruction, since this is the only digital instruction that is multimedia and gamification. This study will
usually used in the school. This study will be conducted at the be conducted in private institution SY (2023-
Notre Dame of Midsayap College SY (2023-2024), and the 2024). The number of the respondents will be
respondents will be limited to the grade 11 senior high school 150, and limited to grade 12 STEM senior
Compatibility by using interactive learning videos students Digital Pathway is intended to assist students
can more easily understand the mathematics material being in evaluating, reflecting on, and strengthening
Complexity is a system, animate or inanimate, that is made Gamification is the process of making
up of numerous interacting parts, some of whose behavior or mathematics interesting for learners by
Digital Instruction is the organized engagement of students of math courses occurs when you find
with digital instructional content, tools, resources, and instances of math in real games or the real
Digital Pathway is intended to assist students in evaluating, tools or approaches to convey information is
reflecting on, and strengthening their own capability for known as multimedia. Technologies for audio
Mathematical Excellence is a skill based approach that instructional designers a powerful resource
strengthens practical learning by fostering students’ critical for interacting with students. Operationally
thinking, deductive reasoning, and metacognitive abilities. speaking, this is a reference to the tools that
Observability is the degree to which you can understand the students use for their education. Resources
internal situation or condition of a complicated system based such as PowerPoints, PDFs, files with audio,
only on knowledge of its external outputs. video lectures, audio recordings of the classes,
Relative advantages can help children learn, think critically and any other visual learning modules that the
and build the skills they need for the future. students can access through technology fall
There is a growing interest among researchers as well There is a growing interest among
as educators in the use of digital technology, particularly researchers as well as educators in the use of
Crompton and Burke’s (2015) survey of mobile fosters and promotes many different kinds
learning in mathematics showed that there is a growing of qualities of students such critical thinking,
interest in mobile technology effectiveness, with 75% of 48 communication, and mathematical Research
studies reporting positive learning outcomes. Similarly, in skills, problem solving, as well as teamwork
Fabian et al. (2016) review of mobile learning studies in (Reinhold et al., 2020). Students'
mathematics, 77% of 31 studies reported that mobile mathematical performance has converted due
A study of Kinnari-Korpela (2015) used short video analysis on the effect of using videos on
lectures composed of Powerpoint slides with audio and video students’ cognitive and affective aspects in
She found that using short video lectures motivated the Multimedia
students to learn mathematics. The students used the video to Multimedia tools have been developed
internalize and understand the mathematics content better to improve teaching and learning for a variety
since step-by-step solutions and explanations were provided of fields of study, according to the study
within the video. Utilizing a short video is proper to deliver a "Multimedia tools in the teaching and
mathematics lesson. learning processes: A systematic review". The
According to Haskin, S. (2013), video has the ability review also demonstrates how various
to captivate viewers and leave a lasting impression. It is technologies and multimedia components are
consistent with research showing that the qualities of video used to deliver multimedia tools, which are
production can influence learning outcomes of chosen length generally classified as standalone or web-
videos or content areas in a direct or indirect way. Online based. Researchers have conducted studies on
videos should also be thoughtfully crafted so that they are of the relationship between academic
good quality, are under ten minutes long, and contain an achievement and multimedia usage (Kiat et
adequate amount of instructional content. al., 2020; Mahdi, 2022; Setiawan &
Incorporating technology into education helps students According to Mohammed et al. (2021), there
in greater comprehension of mathematical eddies (CunHua et is a correlation between the use of social
al., 2019) Improves the academic performance of students media and multitasking, as well as between
(Huang et al., 2016) Zhang et al., 2020; Wijaya et al., 2020. students' academic performance and self-
Learning through video helps the outcomes of the student’s efficacy. On the one hand, the study's findings
math instruction (Rahmadani & Nurlaelah 2019). These demonstrated that using multimedia improved
provide rationale for using video to teach math. students' speaking abilities (Mahdi, 2022).
Video learning is a new type of mathematics teaching teachers can use texts, videos, or sound
resource (Hermawan, Samsuri, Kurniawati, & Sofyaningsih, effects in a multimedia setting in class to
2018; Wijaya, Ying, & Suan, 2020). Instructional videos are stimulate interest in students with varying
one form of information technology that have become a learning styles. Classrooms become appealing
popular way to learn outside of the classroom (Burget, in this context, much like theaters. One digital
Pedaste, Uger, & Lohmus, 2014; Guo, Kim, & Rubin, 2014; form that can be used for teaching is
Lloyd and Robertson, 2012; Synder, 2013). The use of audio- interactive multimedia. Interactive
visual media, such as mathematics learning videos, is worth to multimedia, according to Saputri, Rukayah,
be developed as it improves students’ learning outcomes and and Indriayu (2018), blends various media,
motivations (Hanif, 2020; Sun & Gao, 2016). According to including text, audio, images, animation,
Nurhayati et al., (2020) studied audio-visual for young video, and games. It enables interaction
learners and confirmed that developing audio-visual media in between the students and the gadget.
learning is necessary. Audio-visual media also help students Furthermore, Hadisaputra, Gunawan, and
acquire certain knowledge, skills, or attitudes and make Yustiqvar (2019) found that research has
2019; Pattemore and Munoz 2020) and more active (Olagbaju outcomes, critical thinking abilities,
and Popoola 2020). Meanwhile, Lalian (2018) carried out a conceptual comprehension, and motivation
meta-analysis on the effect of using videos on students’ when incorporating interactive multimedia
cognitive and affective aspects in mathematics learning. into the learning process. Prior studies have
Ranga (2017) believe that customized video lessons via been conducted regarding interactive
YouTube produce learning ownership of the students in a multimedia and the Android platform. In the
self-paced manner, empower the students to control viewing context of studying Newton's Law, Djamas
the video lessons frequently, and provide platform to review and Ramli (2019) looked into the effects of
Various information technology ways generate multimedia using appropriate games would
significant advantages for students by igniting the curiosity of assist students in strengthening their critical
children and developing relief and independence in their thinking abilities. They conducted another
development. The proper utilization of information study (Widodo et al., 2020). They produced
technology fosters and promotes many different kinds multimedia that is interactive for devices.
of qualities of students such critical thinking, communication, Based on the findings, the media will assist
and mathematical Research skills, problem solving, as well as students in developing their scientific literacy
By giving pupils the resources they need, students are given enhancement. Additionally, Hamimi and Sari
the opportunity to actively participate, create, and track their (2020) investigated creating interactive
own development and take command of the education process multimedia based on Android. The purpose of
This creates an interesting, fresh opportunity for chances to solutions. This study examined the
engage in learning, and their ability for excellence rises. effectiveness of media in terms of learning
Students explore emerging technologies and gain new skills outcomes as well as the quality of media that
that will help them flourish in the increasingly technological has been verified by experts. The process of
world of the future. With technological advances, the creating mental representations from words
possibilities for international relations using global networks, and images in various contexts is referred to
students may benefit from interactions with peers, instructors, as multimedia designed for learning. They are
and information (Hussain & Safdar, 2008; Shadiev made to support learning through the use of
H. (2015), which found that four-fifths of respondents valued presentations, and more. This enables students
videos' repeatability as a learning tool. Additionally, they to process information in both spoken and
stated that the video materials gave them more time to reflect visual forms (Alemdag and Cagiltay, 2018).
and comprehend the material. These results unquestionably Gamification
support the use of the brief video approach in mathematics When people travel, relax, or work,
and might even promote substituting video content for some they play games to create enjoyable
2013).
Authors Dichev and Dicheva (2017)
suggest that multimedia learning occurs when we make supports the way that the human brain learns.
internal representations from these words and pictures They assert that people learn more deeply
(Mayer, 2005b). The words can be spoken or written, and the from words and pictures than from words
pictures can be any form of graphical imagery including alone, which is related to as the multimedia
educational design attempts to use cognitive exploration to educational design attempts to use cognitive
combine words and pictures in ways that maximize learning exploration to combine words and pictures in
effectiveness. Multimedia is the use of multiple presentation ways that maximize learning effectiveness.
tools or ways to deliver information. Audio and visual Mayer’s multimedia learning proposition
presentation technologies give an effective set of tools for provides an instructional set of principles that
preceptors and educational developers to communicate with can be used to produce effective educational
an instructional set of principles that can be used to produce The gamification theory, in its most
effective educational communication design. It's helpful to basic form, asserts that the presence of game-
understand the origins of multimedia learning from the like elements increases people's likelihood to
original sources to also understand how to stylish apply the enjoy (and retain) what they learn.
proposition in practice and plan for unborn exploration. Gamification is an area of study that has only
Several other propositions, models, and numerous other gained attention in the literature since 2011.
exploration studies told the elaboration of multimedia Habirite, Koivisto, and Sarsa (2014). As
The National Council of Teachers of Mathematics (NCTM) technology, in addition to educators' ongoing
emphasizes the use of technology in mathematics education. pursuit of tools for motivation, enthusiasm for
the idea increased. (Dichev et al., 2015).
2017).
considered, the independent variable where Trialability, variables considered, the independent variable
Comapatibility, Relative Advantages, Complexity, and which is the Level of literacy, the dependent
Observability of the digital instruction and the dependent variable the Level of Effectiveness of Digital
variable are Students Mathematical excellence and student Pathways in terms of Gamification and
and Sex.
Hypotheses
Hypotheses H0: There is no significant difference between
H0: There is no significant relationship between the video
the level of effectiveness of digital pathways
based instruction and the mathematical excellence of the
in learning mathematics in terms of
students.
gamification and multimedia when group
H1: There is a significant relationship between the video
according to age and sex.
based instruction and the mathematical excellence of the
H1: There is no significant relationship
students.
between the level of digital literacy of the
Methods Methods
This chapter sets-down the guidelines
This chapter presents the procedure followed by the
followed by the researchers in meeting the
researchers in conducting the study. It includes the research
objectives of this study. It consists of the
design, respondents of the study, research instruments, research design, locale of the study, sampling
validity, and reliability of the research instrument, data design, instrumentation of the study, validity
gathering procedure and statistical tool and treatment of data. and reliability of the instrument. Data
treatment of data.
Research Design Research Design
This study employed a quasi-experimental research This study use descriptive-correlation
method to gather the necessary data for the variables related research design. The researchers use
to digital routes to mathematical excellence: assessing the descriptive research design to describe the
Quasi-experimental design is an approach for carrying out a correlational research design to investigate
research that measures connections between variables without relationships between two variables (or more)
assigning participants at random. While conditions are not without the controlling or manipulating any of
randomly allocated to participants, the researcher nonetheless them. The researchers use Descriptive
modifies an independent variable, in contrast to true correlational research design to determine the
experiments. When random assignment is not feasible, this relationship between two or more variables.
design is frequently utilized. In this case, this study aims to determine the
and multimedia.
classes, specifically senior high school students enrolled in private institution, specifically Grade 11
Notre Dame of Midsayap College's SY 2023–2024 who have STEM Senior High School students enrolled
mathematics subject.
Instrumentation Instrumentation of the Study
The instrument to be used in this study will be The primary data collection tool for this study
standardize questionnaire connected with the study of is a questionnaire. The questionnaire will
(Nurisnaeni Rauf1, Ulfa Fauziah2) on “The Use of consist of two parts. The first part will gather
Mathematics Learning Video during the Pandemic Covid-19 demographic information of the respondents,
at SMA Datuk Ribandang Makassar”. All items answered such as sex and age. The second part will
using 5-point Likert scale format where 5-strongly agree measure the digital literacy of the respondents
(SA), 4-agree (A), 3-Neutral (N), 2-Disagree (D), 1-Strongly in using gamification and multimedia. The
Instructions research will conduct pre-test first, then after that designed based on a review of relevant
researcher will utilize the video-base instruction, and then literature and will be pre-tested to ensure is
posttest will be given to measure the mathematical validity and reliability. The Likert scale will
The researchers will first obtain consent from the To ensure the validity of the instrument in
respondents. We followed the conventional procedure of measuring the intended variable, the
using the pre-test assessment first. In addition to ensuring questionnaire was initially reviewed by the
that all of the respondents' personal information is kept research adviser for feedback on individual
private, the researchers will not coerce the respondents questionnaire-items and the overall
into answering the questionnaire. instrument. Additionally, faculty member and
The researcher had first prepared a letter addressed to A letter of request to conduct the study was
the subject teacher of Notre Dame of Midsayap College, prepared. The researchers administered the
senior high school department, seeking permission to conduct letter addressed to the Dean of the College of
the study. After permission was granted, the researchers Education for her approval to conduct the
personally administered the modified standardized study. After the approval of the Dean of the
questionnaire. During the administration, the researchers will College of Education, researchers will seek
first give a self-made pre-test consisting of 10 items of permission to the Principal of the Senior High
questions to the respondents. After conducting the pre-test, School to conduct the study. After the
the subject teacher utilized video-based instruction. Last but approval of the Principal of Senior High
not least, after the video-based instruction given, the School, the researchers will seek permission
researchers will conduct the post-test using the same to the subject teacher to conduct the study.
questions as during the pre-test. After the approval of the letter the researchers
questionnaire.
3 T-test.