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The Intersection of Technology and Education: Development of Digital Gaming for Enhanced Additional Mathematics
Journal
International Journal of Modern Education (IJMOE)
ISSN
2637-0905
Date Issued
2024
Author(s)
Muhammad Faiz Anuar
Universiti Sains Islam Malaysia
Muhammad Riefdy Masrul Hisham
Universiti Sains Islam Malaysia
Muhammad Haziq Iskandar Shah
Universiti Sains Islam Malaysia
Siti Munirah Mohd
Universiti Sains Islam Malaysia
Nurhidaya Mohamad Jan
Universiti Sains Islam Malaysia
Fadzidah Mohd Idris
Universiti Sains Islam Malaysia
Hatika Kaco
Universiti Sains Islam Malaysia
DOI
10.35631/IJMOE.620031
Abstract
In recent years, Education 4.0 has brought about a revolution in the field of education. By innovative teaching methods, such as gamification and gamebased learning, the learning experience has been taken to a whole new level. Among these methods, gamification has emerged as an up-and-coming technique for enhancing students' engagement and motivation in various subject areas. Gamification involves incorporating game-like elements, such as point systems, rewards, and challenges, into the learning process. By leveraging the principles of game design, educators can create engaging and immersive learning experiences that help students develop a deeper understanding of the subject matter and ultimately succeed in their studies. However, implementing the gamification method effectively and efficiently for specific subjects requires careful consideration and exploration, especially in the subject of Additional Mathematics. This subject has long been acknowledged as one of the most challenging subjects in Kurikulum Standard Sekolah Menengah (KSSM). Students must devote significant time and effort to mastering the subject matter. Therefore, this research focuses on developing an educational game that leverages the Scratch platform to enhance students' learning experience. Specifically, the game will focus on Functions, a crucial topic in Additional Mathematics. The research design involves two main stages. The first stage involves creating comprehensive notes and designing multilevel questions based on credible sources. In the second stage, an immersive learning game will be developed using the Scratch platform using the features in Scratch. The findings of this research indicate that the combination of gamification, detailed note-taking, and a variety of games is an effective tool in connecting the gap between conventional teaching methods and contemporary learning preferences. This innovative approach can transform the traditional education system by making learning more engaging and effective for students of all ages
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