A study on the relationship between game-based learning and secondary school students' mathematics achievement in SMK Kompleks Gong Badak / Nur Sajidah Che Mansor and Nur Syazana Rosly
Digital game-based learning (DGBL) is an instructional method that incorporates educational content or learning principles into video games with the aim of engaging learners. The teaching techniques in schools are mostly still teacher-centered where the practice of exercise and memorization of tips...
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Universiti Teknologi MARA
2024
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my.uitm.ir.843092024-04-18T08:41:11Z https://ir.uitm.edu.my/id/eprint/84309/ A study on the relationship between game-based learning and secondary school students' mathematics achievement in SMK Kompleks Gong Badak / Nur Sajidah Che Mansor and Nur Syazana Rosly mjoc Che Mansor, Nur Sajidah Rosly, Nur Syazana Learning. Learning strategies Secondary education. High school teaching Digital game-based learning (DGBL) is an instructional method that incorporates educational content or learning principles into video games with the aim of engaging learners. The teaching techniques in schools are mostly still teacher-centered where the practice of exercise and memorization of tips and formulas are emphasized in learning. This research studied the relationship between game-based learning with the achievements of students in SMK Kompleks Gong Badak, specifically in Mathematics. Quantitative approach-based research and a single cross-sectional design were employed. A set of questionnaires were used for data collection. Data samples were collected from approximately 100 students in the selected school. The result shows that DGBL significantly affects student’s achievements, indicating a good perception of its application. Gender also plays a role in this case, where a significant difference was also found in the mean usage of game-based learning toward mathematics achievement between male and female students. Due to these results, it can be concluded that DGBL does affect students’ achievement in mathematics. In addition, one of the most effective approaches to achieving a student-centered learning process is through the use of DGBL. Universiti Teknologi MARA 2024-04 Article PeerReviewed text en https://ir.uitm.edu.my/id/eprint/84309/1/84309.pdf A study on the relationship between game-based learning and secondary school students' mathematics achievement in SMK Kompleks Gong Badak / Nur Sajidah Che Mansor and Nur Syazana Rosly. (2024) Malaysian Journal of Computing (MJoC) <https://ir.uitm.edu.my/view/publication/Malaysian_Journal_of_Computing_=28MJoC=29/>, 9 (1): 10. pp. 1776-1788. ISSN 2600-8238 (Unpublished) |
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Learning. Learning strategies Secondary education. High school teaching Che Mansor, Nur Sajidah Rosly, Nur Syazana A study on the relationship between game-based learning and secondary school students' mathematics achievement in SMK Kompleks Gong Badak / Nur Sajidah Che Mansor and Nur Syazana Rosly |
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Digital game-based learning (DGBL) is an instructional method that incorporates educational content or learning principles into video games with the aim of engaging learners. The teaching techniques in schools are mostly still teacher-centered where the practice of exercise and memorization of tips and formulas are emphasized in learning. This research studied the relationship between game-based learning with the achievements of students in SMK Kompleks Gong Badak, specifically in Mathematics. Quantitative approach-based research and a single cross-sectional design were employed. A set of questionnaires were used for data collection. Data samples were collected from approximately 100 students in the selected school. The result shows that DGBL significantly affects student’s achievements, indicating a good perception of its application. Gender also plays a role in this case, where a significant difference was also found in the mean usage of game-based learning toward mathematics achievement between male and female students. Due to these results, it can be concluded that DGBL does affect students’ achievement in mathematics. In addition, one of the most effective approaches to achieving a student-centered learning process is through the use of DGBL. |
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Che Mansor, Nur Sajidah Rosly, Nur Syazana |
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Che Mansor, Nur Sajidah Rosly, Nur Syazana |
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Che Mansor, Nur Sajidah |
title |
A study on the relationship between game-based learning and secondary school students' mathematics achievement in SMK Kompleks Gong Badak / Nur Sajidah Che Mansor and Nur Syazana Rosly |
title_short |
A study on the relationship between game-based learning and secondary school students' mathematics achievement in SMK Kompleks Gong Badak / Nur Sajidah Che Mansor and Nur Syazana Rosly |
title_full |
A study on the relationship between game-based learning and secondary school students' mathematics achievement in SMK Kompleks Gong Badak / Nur Sajidah Che Mansor and Nur Syazana Rosly |
title_fullStr |
A study on the relationship between game-based learning and secondary school students' mathematics achievement in SMK Kompleks Gong Badak / Nur Sajidah Che Mansor and Nur Syazana Rosly |
title_full_unstemmed |
A study on the relationship between game-based learning and secondary school students' mathematics achievement in SMK Kompleks Gong Badak / Nur Sajidah Che Mansor and Nur Syazana Rosly |
title_sort |
study on the relationship between game-based learning and secondary school students' mathematics achievement in smk kompleks gong badak / nur sajidah che mansor and nur syazana rosly |
publisher |
Universiti Teknologi MARA |
publishDate |
2024 |
url |
https://ir.uitm.edu.my/id/eprint/84309/1/84309.pdf https://ir.uitm.edu.my/id/eprint/84309/ |
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