Impact of "Donkey", "Snap" dan "King" (DSK) non-digital gamification cards on fourth-grade students' math performance in fractions

This research investigates the impact of Non-digital Gamification (NDG) techniques on students' math achievement, focusing on Fractions. Utilizing a quasi-experimental design, the study involved 100 primary school students in Perak. Two groups were formed: the control group, which followed trad...

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Main Authors: Setambah, Mohd Afifi Bahurudin, Adnan, Mazlini, Zaini, Syaza Hazwani, Mujiasih, Mujiasih, Hidayat, Riyan, Ibrahim, Muhammad Alhaji, Hanazono, Hayato
Format: Article
Language:English
Published: IKIP Siliwangi Bandung 2024
Online Access:http://psasir.upm.edu.my/id/eprint/111187/1/4579-Article%20Text-14579-2-10-20240208.pdf
http://psasir.upm.edu.my/id/eprint/111187/
http://e-journal.stkipsiliwangi.ac.id/index.php/infinity/article/view/4579
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spelling my.upm.eprints.1111872024-06-22T15:11:08Z http://psasir.upm.edu.my/id/eprint/111187/ Impact of "Donkey", "Snap" dan "King" (DSK) non-digital gamification cards on fourth-grade students' math performance in fractions Setambah, Mohd Afifi Bahurudin Adnan, Mazlini Zaini, Syaza Hazwani Mujiasih, Mujiasih Hidayat, Riyan Ibrahim, Muhammad Alhaji Hanazono, Hayato This research investigates the impact of Non-digital Gamification (NDG) techniques on students' math achievement, focusing on Fractions. Utilizing a quasi-experimental design, the study involved 100 primary school students in Perak. Two groups were formed: the control group, which followed traditional teaching methods, and the experimental group, which experienced NDG learning approaches. The findings indicate that students using NDG perform better in math (fractions) assessments compared to those using conventional methods. This study provides empirical evidence supporting the efficacy of NDG in teaching Fractions. The results underscore the potential for educators to innovate and enhance gamification tools, particularly in mathematics, contributing to educational advancements aligned with the goals of the Malaysian Ministry of Education. IKIP Siliwangi Bandung 2024 Article PeerReviewed text en http://psasir.upm.edu.my/id/eprint/111187/1/4579-Article%20Text-14579-2-10-20240208.pdf Setambah, Mohd Afifi Bahurudin and Adnan, Mazlini and Zaini, Syaza Hazwani and Mujiasih, Mujiasih and Hidayat, Riyan and Ibrahim, Muhammad Alhaji and Hanazono, Hayato (2024) Impact of "Donkey", "Snap" dan "King" (DSK) non-digital gamification cards on fourth-grade students' math performance in fractions. Infinity Journal, 13 (1). pp. 175-196. ISSN 2089-6867; ESSN: 2460-9285 http://e-journal.stkipsiliwangi.ac.id/index.php/infinity/article/view/4579 10.22460/infinity.v13i1.p175-196
institution Universiti Putra Malaysia
building UPM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Putra Malaysia
content_source UPM Institutional Repository
url_provider http://psasir.upm.edu.my/
language English
description This research investigates the impact of Non-digital Gamification (NDG) techniques on students' math achievement, focusing on Fractions. Utilizing a quasi-experimental design, the study involved 100 primary school students in Perak. Two groups were formed: the control group, which followed traditional teaching methods, and the experimental group, which experienced NDG learning approaches. The findings indicate that students using NDG perform better in math (fractions) assessments compared to those using conventional methods. This study provides empirical evidence supporting the efficacy of NDG in teaching Fractions. The results underscore the potential for educators to innovate and enhance gamification tools, particularly in mathematics, contributing to educational advancements aligned with the goals of the Malaysian Ministry of Education.
format Article
author Setambah, Mohd Afifi Bahurudin
Adnan, Mazlini
Zaini, Syaza Hazwani
Mujiasih, Mujiasih
Hidayat, Riyan
Ibrahim, Muhammad Alhaji
Hanazono, Hayato
spellingShingle Setambah, Mohd Afifi Bahurudin
Adnan, Mazlini
Zaini, Syaza Hazwani
Mujiasih, Mujiasih
Hidayat, Riyan
Ibrahim, Muhammad Alhaji
Hanazono, Hayato
Impact of "Donkey", "Snap" dan "King" (DSK) non-digital gamification cards on fourth-grade students' math performance in fractions
author_facet Setambah, Mohd Afifi Bahurudin
Adnan, Mazlini
Zaini, Syaza Hazwani
Mujiasih, Mujiasih
Hidayat, Riyan
Ibrahim, Muhammad Alhaji
Hanazono, Hayato
author_sort Setambah, Mohd Afifi Bahurudin
title Impact of "Donkey", "Snap" dan "King" (DSK) non-digital gamification cards on fourth-grade students' math performance in fractions
title_short Impact of "Donkey", "Snap" dan "King" (DSK) non-digital gamification cards on fourth-grade students' math performance in fractions
title_full Impact of "Donkey", "Snap" dan "King" (DSK) non-digital gamification cards on fourth-grade students' math performance in fractions
title_fullStr Impact of "Donkey", "Snap" dan "King" (DSK) non-digital gamification cards on fourth-grade students' math performance in fractions
title_full_unstemmed Impact of "Donkey", "Snap" dan "King" (DSK) non-digital gamification cards on fourth-grade students' math performance in fractions
title_sort impact of "donkey", "snap" dan "king" (dsk) non-digital gamification cards on fourth-grade students' math performance in fractions
publisher IKIP Siliwangi Bandung
publishDate 2024
url http://psasir.upm.edu.my/id/eprint/111187/1/4579-Article%20Text-14579-2-10-20240208.pdf
http://psasir.upm.edu.my/id/eprint/111187/
http://e-journal.stkipsiliwangi.ac.id/index.php/infinity/article/view/4579
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score 13.160551