Using educational game apps in improving students mathematics’ learning: an exploratory study on third grader at-risk classroom at primary school in Selangor, Malaysia

Researches on the effectiveness of technology used in learning had shed different light on its affordances in line with the 21st century students. With the student getting savvy by days, this call for newer and relevant approaches towards the use of technology in the classroom. The use of technology...

Full description

Saved in:
Bibliographic Details
Main Authors: Mohd Hashim, Syaza Hazirah, Hashim, Sulaiman, Tunku Ahmad, Tunku Badariah
Format: Article
Language:English
Published: Contemporary Research Center CRC Publications 2019
Subjects:
Online Access:http://irep.iium.edu.my/72929/1/21.pdf
http://irep.iium.edu.my/72929/
https://www.ijern.com/journal/2019/May-2019/21.pdf
Tags: Add Tag
No Tags, Be the first to tag this record!
id my.iium.irep.72929
record_format dspace
spelling my.iium.irep.729292019-06-28T01:52:15Z http://irep.iium.edu.my/72929/ Using educational game apps in improving students mathematics’ learning: an exploratory study on third grader at-risk classroom at primary school in Selangor, Malaysia Mohd Hashim, Syaza Hazirah Hashim, Sulaiman Tunku Ahmad, Tunku Badariah L Education (General) Researches on the effectiveness of technology used in learning had shed different light on its affordances in line with the 21st century students. With the student getting savvy by days, this call for newer and relevant approaches towards the use of technology in the classroom. The use of technology should be considered as a tool to meet the demanding of a niche group such as the special need and at-risk learner who need more comprehensive and inclusive tutoring. To fill the gap, this paper explored the use of game apps in facilitating the at-risk third grader's learning at four schools in one districts in Malaysia. Pre and post-test showed that the used of mathematics-based app improved student mental calculation and reduced time needed to complete the exercise. Much deeper study on the effectiveness use of technology in the at-risk classroom should be conducted in the future. Contemporary Research Center CRC Publications 2019-05 Article PeerReviewed application/pdf en http://irep.iium.edu.my/72929/1/21.pdf Mohd Hashim, Syaza Hazirah and Hashim, Sulaiman and Tunku Ahmad, Tunku Badariah (2019) Using educational game apps in improving students mathematics’ learning: an exploratory study on third grader at-risk classroom at primary school in Selangor, Malaysia. International Journal of Education and Research, 7 (5). pp. 253-264. ISSN 2411-5681 https://www.ijern.com/journal/2019/May-2019/21.pdf
institution Universiti Islam Antarabangsa Malaysia
building IIUM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider International Islamic University Malaysia
content_source IIUM Repository (IREP)
url_provider http://irep.iium.edu.my/
language English
topic L Education (General)
spellingShingle L Education (General)
Mohd Hashim, Syaza Hazirah
Hashim, Sulaiman
Tunku Ahmad, Tunku Badariah
Using educational game apps in improving students mathematics’ learning: an exploratory study on third grader at-risk classroom at primary school in Selangor, Malaysia
description Researches on the effectiveness of technology used in learning had shed different light on its affordances in line with the 21st century students. With the student getting savvy by days, this call for newer and relevant approaches towards the use of technology in the classroom. The use of technology should be considered as a tool to meet the demanding of a niche group such as the special need and at-risk learner who need more comprehensive and inclusive tutoring. To fill the gap, this paper explored the use of game apps in facilitating the at-risk third grader's learning at four schools in one districts in Malaysia. Pre and post-test showed that the used of mathematics-based app improved student mental calculation and reduced time needed to complete the exercise. Much deeper study on the effectiveness use of technology in the at-risk classroom should be conducted in the future.
format Article
author Mohd Hashim, Syaza Hazirah
Hashim, Sulaiman
Tunku Ahmad, Tunku Badariah
author_facet Mohd Hashim, Syaza Hazirah
Hashim, Sulaiman
Tunku Ahmad, Tunku Badariah
author_sort Mohd Hashim, Syaza Hazirah
title Using educational game apps in improving students mathematics’ learning: an exploratory study on third grader at-risk classroom at primary school in Selangor, Malaysia
title_short Using educational game apps in improving students mathematics’ learning: an exploratory study on third grader at-risk classroom at primary school in Selangor, Malaysia
title_full Using educational game apps in improving students mathematics’ learning: an exploratory study on third grader at-risk classroom at primary school in Selangor, Malaysia
title_fullStr Using educational game apps in improving students mathematics’ learning: an exploratory study on third grader at-risk classroom at primary school in Selangor, Malaysia
title_full_unstemmed Using educational game apps in improving students mathematics’ learning: an exploratory study on third grader at-risk classroom at primary school in Selangor, Malaysia
title_sort using educational game apps in improving students mathematics’ learning: an exploratory study on third grader at-risk classroom at primary school in selangor, malaysia
publisher Contemporary Research Center CRC Publications
publishDate 2019
url http://irep.iium.edu.my/72929/1/21.pdf
http://irep.iium.edu.my/72929/
https://www.ijern.com/journal/2019/May-2019/21.pdf
_version_ 1643620241808293888
score 13.159267