Online game-based learning in mathematics education among generation Z: a systematic review
<jats:p xml:lang="en">In contemporary education, game-based learning (GBL) has become a captivating instructional method applied across various academic subjects, including mathematics. The utilization of online GBL in mathematics education constitutes a segment of th...
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Online Access: | http://psasir.upm.edu.my/id/eprint/108815/1/Online%20game-based%20learning%20in%20mathematics%20education.pdf http://psasir.upm.edu.my/id/eprint/108815/ https://www.iejme.com/article/online-game-based-learning-in-mathematics-education-among-generation-z-a-systematic-review-14024 |
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my.upm.eprints.1088152024-10-11T08:33:44Z http://psasir.upm.edu.my/id/eprint/108815/ Online game-based learning in mathematics education among generation Z: a systematic review Hidayat, Riyan Qi, Tay Ying Tajul Ariffin, Putri Nur’afrina Mohd Hadzri, Mohamad Hafizullah Chin, Lin Mei Ning, Jacqueline Lee Xuan Nasir, Nurihan <jats:p xml:lang="en">In contemporary education, game-based learning (GBL) has become a captivating instructional method applied across various academic subjects, including mathematics. The utilization of online GBL in mathematics education constitutes a segment of the activities that mathematics educators can employ during their lessons to teach students and enhance their educational progress. The primary goal of this study was to examine recent research endeavors involving the use of online GBL in mathematics education for Generation Z cohort. To achieve this objective, a systematic review (SR) was carried out to investigate the types of online games employed, analyze previous research methodologies, and explore the educational contexts relevant to mathematics education that align with the needs of Generation Z. An SR process was conducted to gather relevant articles from three databases, namely Science Direct, Scopus, and Springer. Full-text articles were meticulously assessed based on predetermined eligibility criteria. The review revealed many online games suitable for mathematics education, including Augmented Reality, Digital Inquiry Game, E-Rebuild, Math-Island Game, NanoRoboMath, Quizizz, and Wuzzit Trouble. The incorporation of online games in mathematics education offers numerous advantages. Modestum 2024-01-01 Article PeerReviewed text en http://psasir.upm.edu.my/id/eprint/108815/1/Online%20game-based%20learning%20in%20mathematics%20education.pdf Hidayat, Riyan and Qi, Tay Ying and Tajul Ariffin, Putri Nur’afrina and Mohd Hadzri, Mohamad Hafizullah and Chin, Lin Mei and Ning, Jacqueline Lee Xuan and Nasir, Nurihan (2024) Online game-based learning in mathematics education among generation Z: a systematic review. International Electronic Journal of Mathematics Education, 19 (1). art. no. em0763. pp. 1-8. ISSN 1306-3030 https://www.iejme.com/article/online-game-based-learning-in-mathematics-education-among-generation-z-a-systematic-review-14024 10.29333/iejme/14024 |
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<jats:p xml:lang="en">In contemporary education, game-based learning (GBL) has become a captivating instructional method applied across various academic subjects, including mathematics. The utilization of online GBL in mathematics education constitutes a segment of the activities that mathematics educators can employ during their lessons to teach students and enhance their educational progress. The primary goal of this study was to examine recent research endeavors involving the use of online GBL in mathematics education for Generation Z cohort. To achieve this objective, a systematic review (SR) was carried out to investigate the types of online games employed, analyze previous research methodologies, and explore the educational contexts relevant to mathematics education that align with the needs of Generation Z. An SR process was conducted to gather relevant articles from three databases, namely Science Direct, Scopus, and Springer. Full-text articles were meticulously assessed based on predetermined eligibility criteria. The review revealed many online games suitable for mathematics education, including Augmented Reality, Digital Inquiry Game, E-Rebuild, Math-Island Game, NanoRoboMath, Quizizz, and Wuzzit Trouble. The incorporation of online games in mathematics education offers numerous advantages. |
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Article |
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Hidayat, Riyan Qi, Tay Ying Tajul Ariffin, Putri Nur’afrina Mohd Hadzri, Mohamad Hafizullah Chin, Lin Mei Ning, Jacqueline Lee Xuan Nasir, Nurihan |
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Hidayat, Riyan Qi, Tay Ying Tajul Ariffin, Putri Nur’afrina Mohd Hadzri, Mohamad Hafizullah Chin, Lin Mei Ning, Jacqueline Lee Xuan Nasir, Nurihan Online game-based learning in mathematics education among generation Z: a systematic review |
author_facet |
Hidayat, Riyan Qi, Tay Ying Tajul Ariffin, Putri Nur’afrina Mohd Hadzri, Mohamad Hafizullah Chin, Lin Mei Ning, Jacqueline Lee Xuan Nasir, Nurihan |
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Hidayat, Riyan |
title |
Online game-based learning in mathematics education among generation Z: a systematic review |
title_short |
Online game-based learning in mathematics education among generation Z: a systematic review |
title_full |
Online game-based learning in mathematics education among generation Z: a systematic review |
title_fullStr |
Online game-based learning in mathematics education among generation Z: a systematic review |
title_full_unstemmed |
Online game-based learning in mathematics education among generation Z: a systematic review |
title_sort |
online game-based learning in mathematics education among generation z: a systematic review |
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2024 |
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http://psasir.upm.edu.my/id/eprint/108815/1/Online%20game-based%20learning%20in%20mathematics%20education.pdf http://psasir.upm.edu.my/id/eprint/108815/ https://www.iejme.com/article/online-game-based-learning-in-mathematics-education-among-generation-z-a-systematic-review-14024 |
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