Penggunaan permainan digital dalam pembelajaran bilik darjah bagi meningkatkan kreativiti dalam penyelesaian masalah matematik

Digital games are able to develop students' skills that are accordance with 21st century skills. There are various types of digital games that can be used in today's classroom. However, the challenge is how to choose a digital game that matches with the learning objectives and the desired...

Full description

Saved in:
Bibliographic Details
Main Authors: Muhamad, Nurfazliah, Megat Zakaria, Megat Aman Zahiri, Md. Salleh, Shaharuddin, Harun, Jamalludin
Format: Article
Published: Penerbit UTM Press 2018
Subjects:
Online Access:http://eprints.utm.my/id/eprint/82125/
http://dx.doi.org/10.11113/sh.v10n3-2.1486
Tags: Add Tag
No Tags, Be the first to tag this record!
Description
Summary:Digital games are able to develop students' skills that are accordance with 21st century skills. There are various types of digital games that can be used in today's classroom. However, the challenge is how to choose a digital game that matches with the learning objectives and the desired curriculum. Therefore, this article will discuss how digital game selection can be made and what features should be taken into account when choosing digital games. The games used in this study is a logical game used as a medium to encourage students to think in developing their creativity when solving mathematics problem solving questions. This article also discusses about the selection of games that are made based on the features introduced in 'Magic Bullet' which are the things that need to be learnt, and the things that can be learnt. The findings of the students' feedback were also discussed in the study as it gives insights on the implementation of digital games in the classroom. In sum, the students stated that they can learn through the use of digital games and they realized that the problem-solving strategy could help them to solve problems they have faced and learning with peers also assist them to solve given problems. It is hoped that this article can provide guideline for researchers and teachers in selecting appropriate digital games that can be used in the classroom so that the objective of learning can be achieved.