A Mathematical Educational Game Application for Primary School Slow Learner

Author(s):  
Nur Syakirah Binti Kamarulzaman ◽  
Danakom Nincarean Eh Phon ◽  
Mohd Syazwan Baharuddin
2019 ◽  
Vol 71 (3) ◽  
pp. 53
Author(s):  
Svitlana G. Lytvynova

The article presents an analysis of national and foreign experience of electronic textbooks use in the system of education. It is justified the use of Smart Kids technology as a system of methods, forms, and electronic educational game resources, electronic textbooks for educational process in the system of primary school. Four forms of Smart Kids technology implementation (Smart Case, Smart Teacher, Smart Class, and Smart Kids) were described considering the facilities of every school as well as the level of information and communication technology qualification of the primary school teacher. The aim of introduction of the technology for each form of teaching, the necessary equipment, and means for its implementation in primary school environment were determined. Based on the procedural approach to work of the primary school teacher, six stages of introduction of the technology were justified. Specific aspects of introduction of blended teaching using the principles of Smart Kids technology were defined. The experience of introduction of electronic textbooks to the system of primary education of Ukraine was described, the choice of electronic textbooks by primary school teachers was justified, the comments and suggestions of teachers regarding the arrangement of electronic content in E-textbooks were summarized, the main approaches of teachers to the choice of an electronic textbook and development of their information and communication competence were specified. Proposals are given for training future primary school teachers on the use of Smart Kids technology and the inclusion in the curriculum of topics such as: the concept of EER, EEGR and electronic textbook, structure and development of EER, the use of Smart Kids technology for teaching students, the latest forms of work with students, work with network programs for organizing a survey of students. The fragments of use of electronic textbook in teaching 6-year-old pupils were provided. It was identified that the forms, methods, and techniques of use of electronic textbooks in teaching primary school pupils require further justification.


2022 ◽  
pp. 529-562
Author(s):  
Nayeth Idalid Solorzano Alcivar ◽  
Elizabeth Stefania Elizalde Rios ◽  
Diego Alejandro Carrera Gallego ◽  
Da Hee Park Kim ◽  
Lissenia Isabel Sornoza Quijije

Educational game applications' production considers technical, pedagogical, and aesthetic resources guided by the type of device used, interfaces, and themes. In addition, it considers users' tastes and preferences, trends in society, and the environment. However, no evidence in the recent literature allows developers to identify entire patterns or structures in serious games production. This chapter analyzes university experiences and research related to the design, development, and use of ludic games application for mobile devices' MIDI-AM model series games as tested in local environments. These games are aimed at children in their first years of primary school education. The MIDI-AM model is proposed as a methodology that considers a technical and aesthetic platform to guide serious game applications' production and monitoring. These are suggested as supporting tools for the traditional teaching-learning process.


2016 ◽  
Vol 1 (1) ◽  
pp. 46-50
Author(s):  
Dwija Wisnu Brata ◽  
Budi Santoso

The concept of teaching mathematic is most important for educators by understanding and application of mathematics content that cater to students, especially primary school students. extending the interesting material, as well as providing assistance to the student to take assessment can assist in attraction, concentration and success in understanding mathematics. It is always related because not all students in a class is able to understand the material quickly, then the required factors that have an interest for children. The interesting will become the factors that support students in learning, if these factors can also be conceptualized as children's activities are carried out every day, it means that if the school use the curriculum, and the home environment playground are always supervised by the parent. so the Interesting in mathematics lessons can be realized also in the integration of emerging technologies, especially mobile phones. The majority the students today have the tool, it will be more efficient to develope of mathematical material is also contained in the mobile. The development can be implemented in mathematic education game. Games designed by researcher wishes to develop mobile based learning materials, especially in mathematic. the Experiments have performed in the implementation of mathematic games with basic operators to produce the final value of the overall respondents who rate amounted to 84.4%. it means that the level of engagement users, especially students very well in playing to respond the educational game designed.  


2017 ◽  
Vol 62 (6) ◽  
pp. 34
Author(s):  
Valeriy Yu. Bykov ◽  
Svitlana H. Lytvynova ◽  
Oksana M. Melnyk

The article presents the results of a pedagogical experiment on the study of the effectiveness of education with electronic educational game resources (EEGR) in mathematics, conducted during the experimental work “Rozumnyky” (Smart kids). The obtained results, verified by the mathematical statistics, showed the positive effect of the use of EEGR when studying mathematics on the level of educational achievements, the development of memory and thinking of the experimental group pupils. During the experiment there were positive changes in the pupils’ motivation to study; the number of students perceived EEGR as an assistant during the study increased; those, who got tired or was nervous, if something went wrong when using the resource become less. The promising areas for the future research are the development of EEGR for the integrated training of school subjects in primary school and EEGR for training pupils with special needs, the formation of subject and key competencies with the help of the use of EEGR.


2021 ◽  
Vol 16 (1) ◽  
pp. 31-37
Author(s):  
Meuthya Aulia Dodhy Putri ◽  
Bagoes Widjanarko ◽  
Martini Martini

Background: In 2016, the number of Dengue Hemorrhagic Fever (DHF) patients in Southeast Sulawesi has reported as much as 3,433 cases with IR 132.50 per 100,000 populations. The highest case incidence in Kendari reached 1,093 cases (IR = 372.80 per 100,000 population) with the highest cases in the age group 5-14 years reaching 44.9%. This study aims to examine the effect of snake-ladders modification game, as an educative game, for improving DHF prevention in terms of attitudes and behavior of scout students in elementary school.Method: The study is a quasi-experimental study with pretest-posttest group design by using purposive sampling. The subject is 50 students of Primary School Scouts in the working area of Puskesmas Poasia, Kendari City. Data was collected using a questionnaire and analyzed by Wilcoxon and Mann-Whitney tests.Results: There is an increase of knowledge (p < 0,001), attitudes (p < 0,001), and practices (p < 0,001) of primary school students in the prevention of DHF by providing educational game through snake-ladders modification. It recommends that educational game needs to be developed for health education in elementary students.  


2017 ◽  
Vol 1 (1) ◽  
pp. 29
Author(s):  
Ayu Hartini ◽  
Dessy Widyaningtyas ◽  
Mai Istiqomatul Mashluhah

Children with slow learning problem or a slow learner are those who have low learning achievement or slightly below average of children in general. Today, the children slowly learn many encountered not only in school inclusion, but in regular schools too. Teachers who do not have adequate experience will find it difficult to deal with in the classroom. So the goal of this research is to find appropriate learning strategies for slow learners in elementary school. 


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