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  1. Home
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  4. Using Game Kit For Ethusiastic And Interactive Learning In Additional Mathematics Classroom
 
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Using Game Kit For Ethusiastic And Interactive Learning In Additional Mathematics Classroom

Journal
Journal of Education and Social Sciences
Date Issued
2019
Author(s)
Hatika Kaco
Muhammad Shukhairi Misbah
Abdul Razzak Khan Rustum Ali Khan
Nurhidaya Mohamad Jan
Siti Munirah Mohd
Fadzidah Mohd Idris
Nor Raihan Zulkefly 
Universiti Sains Islam Malaysia 
Ahmad Fadly Nurullah Rasedee
Abstract
Gamification is a term used to convey a gaming-based approach in a non-gaming environment. One such application is in the emergence of gamification in educational sector. Additional mathematics is a compulsory subject that is offered to science stream students across Malaysia. However, most students have problem understanding and learning the subject as the traditional educational approach is less adequate due to its ineffectiveness in increasing students’ performance. To identify the root cause, a descriptive research method using survey among students is conducted. It is found that moderate number of students (n=118) have problems with additional mathematics with 3.02 as the average mean value of respondents in close-ended questionnaire conducted. The survey also yields difficulty applying concepts and tedious calculation steps as problems in the open-ended questionnaire response from students. The study also proposes a design of a game kit to aid in creating an enthusiastic and interactive learning in additional mathematics classroom. Implications of the study include that students are expected to have increased understanding as well as more interestin learning additional mathematics
Subjects

Gamification, additio...

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