Measuring effectiveness of challenge characteristic in mobile education game in the learning of Mathematics (IR)

The research was aimed to measure the effectiveness of an education game (EG) which employed challenge characteristic for learning mathematics among primary school students. A game prototype with two different versions were developed using a multimedia authoring tool namely EG (challenge alone) and...

全面介紹

Saved in:
書目詳細資料
主要作者: Nora Zamiah Zakaria
格式: thesis
語言:eng
出版: 2016
主題:
在線閱讀:https://ir.upsi.edu.my/detailsg.php?det=4200
標簽: 添加標簽
沒有標簽, 成為第一個標記此記錄!
實物特徵
總結:The research was aimed to measure the effectiveness of an education game (EG) which employed challenge characteristic for learning mathematics among primary school students. A game prototype with two different versions were developed using a multimedia authoring tool namely EG (challenge alone) and EG (challenge and score). A quantitative approach using quasi-experiment design was used to measure the effectiveness of the education game. A usability study has also been carried out, particularly focusing on testing the mobile-device and measuring reliability and validity aspects of the game. Forty standard one pupils were chosen using a purposive sampling technique as studied subjects. The subjects were divided into two groups of twenty pupils for the control and treatment groups equally. Data were collected and recorded for score achievement analysis for pre-test and post-test session. Data were statistically analysed using Mann Whitney U Test to investigate the differences between the two conditions. The result indicated that there was significantly higher increment in student achievement for EG (challenge alone). The study implicates that the use of challenge characteristic in education game (EG) can improve student performance and enhance their learning style for mathematics subject