scholarly journals An Overview Of Learning Support Factors On Mathematic Games

Author(s):  
Ahmad Fairuzabadi ◽  
Ahmad Afif Supianto

 In this study, we examined the factors in game design that were used by developers to support the interests of mathematics learning. The aim is to overcome the lack of empirical evidence about the impact of factors in the game on learning outcomes, identify how the design of in-game activities affects learning, and develop an overview of general recommendations for designing mathematics education games. This study tries to illustrate the impact of game design factors in mathematics education games on the objectives and results of game-based learning.

2017 ◽  
Vol 7 (3) ◽  
pp. 63-73 ◽  
Author(s):  
Simon Grey ◽  
David Grey ◽  
Neil Gordon ◽  
Jon Purdy

This paper offers an approach to designing game-based learning experiences inspired by the Mechanics-Dynamics-Aesthetics (MDA) model (Hunicke et al., 2004) and the elemental tetrad model (Schell, 2008) for game design. A case for game based learning as an active and social learning experience is presented including arguments from both teachers and game designers concerning the value of games as learning tools. The MDA model is introduced with a classic game- based example and a non-game based observation of human behaviour demonstrating a negative effect of extrinsic motivators (Pink, 2011) and the need to closely align or embed learning outcomes into game mechanics in order to deliver an effective learning experience. The MDA model will then be applied to create a game based learning experience with the goal of teaching some of the aspects of using source code control to groups of Computer Science students. First, clear aims in terms of learning outcomes for the game are set out. Following the learning outcomes, the iterative design process is explained with careful consideration and reflection on the impact of specific design decisions on the potential learning experience. The reasons those decisions have been made and where there may be conflict between mechanics contributing to learning and mechanics for reasons of gameplay are also discussed. The paper will conclude with an evaluation of results from a trial of computer science students and staff, and the perceived effectiveness of the game at delivering specific learning outcomes, and the approach for game design will be assessed.


2018 ◽  
Vol 1 (1) ◽  
pp. 46-54
Author(s):  
Besse Intan Permatasari

This study aims to determine whether there is an influence of creativity on mathematics learning outcomes of students of Mathematics Education in University of Balikpapan Study Program on Linear Algebra Courses. The approach used is a quantitative approach with ex post facto research type. The population of this research is all students of Mathematics Education Study Program Linear Algebra Course in the School Year 2017/2018, which are 49 students. Samples were chosen randomly are 25 students. The results showed that there is a positive and significant effect on student learning outcomes in Linear Algebra Subject


2015 ◽  
Vol 14 (1) ◽  
pp. 11 ◽  
Author(s):  
Anthony Gerard Cronin ◽  
Cormac Breen

In this article we give a short description of the 9th Annual Workshop of the Irish Mathematics Learning Support Network (IMLSN) Workshop. The workshop theme was ‘Maximizing the impact of digital supports in Mathematics Learning Support in Higher Education’. We briefly describe the Irish Mathematics Learning Support Network (IMLSN) and outline the factors that motivated this workshop theme. We will also discuss the presentations, some of the issues that were raised during the workshop and we close with some brief conclusions on this very successful event.


2020 ◽  
Vol 3 (1) ◽  
pp. 8
Author(s):  
Usmadi Usmadi ◽  
Hayatul Hasanah ◽  
Ergusni Ergusni

This study is motivated by the issues found in observations at school, where the daily teaching activities carried out by teachers show that; teaching and learning activities are classical, the teacher only stands or sits in front of the class, the direct relationship between the teacher and students is rare, and students tend to behave passively, such as coming, listening, reading and writing. To overcome this issues, the researchers conducted a research by applying a three-step type of cooperative learning model interview in learning mathematics in the class. The purpose of this study is to reveal the activities and learning outcomes of students after applying the three-step interview type cooperative learning model. From the results of the study it was found that the learning activities of students during the application of the three step interview cooperative learning model increased at each meeting. Thus it can be concluded that the mathematics learning outcomes of students with learning by applying a three-step interview type cooperative learning model is better than those who do not apply the techniques.


2021 ◽  
Vol 6 (2) ◽  
pp. 32
Author(s):  
Natasha Nurhaida

Abstract: Smart circuits are learning media to be applied in Mathematics learning. This study aims to find out the development process, feasibility, and influence of smart circuit media in mathematics learning for third grade in Elementary School. This study used the Research and Development research method, with the Borg, and Gall model. The development begins with determining the core competencies, basic competencies, indicators and subjects for making questions. The researcher put stickers of interesting cartoon images on each plot on the wooden planks of this medium. The necessary media prerequisites include: dice, pawns, game hints, and a memory. After the media is made, a feasibility test analysis was done, before the t-test. The data collection instruments used questionnaires, observations, and interviews. The results of this study showed that: (1) The smart circuit media is feasible to implemented in improving mathematics learning outcomes. This can be seen from the results of feasibility test by media experts and material experts before it is implemented in the class which showed that the presentation aspect gets a percentage of 82.5% from the first media experts, and 90% from the second media experts; efficiency aspects was 81.25%, and 100%; and media quality aspects was 82.5% and 92.5%. (2) Based on the t-test result, it can be concluded that the smart circuit media can improve student learning outcomes. This is showed by the significant difference in learning outcomes between the experimental class, and the control class with a significance value of 0.014 < 0.05. The impact of this research is the students can understand the material in learning mathematics easily.PENGEMBANGAN MEDIA SIRKUIT PINTAR UNTUK MENINGKATKAN  HASIL BELAJAR SISWA PADA PEMBELAJARAN MATEMATIKAAbstrak: Sirkuit pintar adalah media pembelajaran yang menarik untuk diterapkan dalam pembelajaran Matematika. Penelitian ini bertujuan untuk mengetahui proses pengembangan, kelayakan, serta pengaruh media sirkuit pintar dalam pembelajaran matematika kelas III MI. Penelitian ini menggunakan metode penelitian Research and Development, dengan model Borg, and Gall. Pengembangannya dimulai dengan menentukan kompetensi inti, kompetensi dasar, indikator serta mata pelajaran untuk membuat pertanyaan. Peneliti menempelkan stiker gambar kartun yang menarik di setiap petak pada papan kayu media ini. Prasyarat media yang diperlukan antara lain: dadu, bidak, petunjuk permainan, dan bengkel ingatan. Setelah media dibuat, selanjutnya dilakukan analisis uji kelayakan, sebelum dilakukan uji-t. Instrumen pengumpulan data yang digunakan antara lain kuesioner, observasi, dan wawancara. Hasil penelitian ini menunjukkan bahwa: (1) Media sirkuit pintar ini layak digunakan dalam meningkatkan hasil belajar matematika. Hal ini dapat dilihat dari hasil uji kelayakan oleh ahli media, dan ahli materi sebelum diterapkan di lapangan yang menunjukkan bahwa aspek penyajian mendapatkan persentase sebesar 82.5% ahli media pertama, dan 90%  dari ahli media kedua; aspek efisiensi sebesar 81.25%, dan 100%; serta aspek kualitas media sebesar 82.5%, dan 92.5%. (2) Setelah dilakukan uji-t, dapat disimpulkan bahwa media sirkuit pintar dapat meningkatkan hasil belajar peserta didik. Hal ini dibuktikan dengan adanya perbedaan hasil belajar yang signifikan antara kelas eksperimen, dan kelas kontrol dengan nilai signifikansi 0,014 < 0,05. Dampak penelitian ini adalah peserta didik dapat memahami materi pada pembelajaran matematika dengan mudah.


2015 ◽  
Vol 2015 ◽  
pp. 1-11 ◽  
Author(s):  
Yen-Ru Shi ◽  
Ju-Ling Shih

How to design useful digital game-based learning is a topic worthy of discussion. Past research focused on specific game genres design, but it is difficult to use when the target game genre differs from the default genres used in the research. This study presents macrodesign concepts that elucidates 11 crucial game-design factors, including game goals, game mechanism, game fantasy, game value, interaction, freedom, narrative, sensation, challenges, sociality, and mystery. We clearly define each factor and analyze the relationships among the 11 factors to construct a game-based learning design model. Two application examples are analyzed to verify the usability of the model and the performance of these factors. It can assist educational game designers in developing interesting games.


2018 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Titon Agung Saputro ◽  
Kriswandani Kriswandani ◽  
Novisita Ratu

Abstrak: Jenis penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan tujuan mengembangkan media pembelajaran game edukasi berbasis platform game untuk siswa kelas VII SMP. Penelitan ini menggunakan desain penelitian Borg & Gall yang terdiri dari sepuluh langkah. Teknik pengumpulan data terdiri dari observasi, kuesioner dan tes. Hasil dari penelitian pengembangan ini adalah aplikasi game platform dengan materi aljabar. Dampak dari media pembelajaran game edukasi platform game  adalah media pembelajaran berpengaruh terhadap hasil belajar siswa. Hal ini berdasarkan pada uji Mann-Whitney dengan nilai signifikan 0,000<0,05 yang berarti terdapat perbedaan rerata sebelum dan sesudah pemberian media pembelajaran game edukasi berbasis platform game atau terdapat pengaruh game edukasi platform game pada materi aljabar terhadap hasil belajar siswa.  Selain itu, nilai N-Gain yang diperoleh adalah 0,49 yang berarti terjadi peningkatan sedang terhadap hasil belajar siswa. Abstract: The type of this research is research and development with the aim of developing game-based learning media game of platform game for VII class student of SMP using application of Construt 2. This research use Borg & Gall research design which consist of ten stages. Data collection techniques consist of observations, questionnaires and tests. The results of this development research is a platform game application with algebraic material. The impact of instructional media game game education game is the media influence on student learning outcomes. This is based on the Mann-Whitney test with a significance value of 0.000 <0.05 which means there is an average difference before and after the delivery of learning media game-based platform learning or the influence of algebraic game education game. material in algebra on student learning outcomes. In addition, the N-Gain value obtained is 0.49 which means a moderate increase in student learning outcomes.


2021 ◽  
Vol 5 (1) ◽  
pp. 39
Author(s):  
Asep Yudianto ◽  
Nurul Afifah ◽  
Isti Fatonah ◽  
Suridin Suridin

The process of teaching and learning mathematics in elementary schools is generally presented in an abstract form, learning is dominated by lectures, exercises, and question and answer methods so that students become passive and find it difficult to understand the material.  This study aims to determine the level of activity and student learning outcomes in mathematics class VA students of SDN 2 Kotagajah.  So that mathematics learning activities can be felt meaningful and produce activity and learning outcomes as well as learning objectives to be achieved properly is to apply the approach of realistic mathematics education (RME).  Realistic Mathematics Education (RME) is an approach that emphasizes the conceptualization of teaching and has a tendency for students to become active participants in the teaching and learning process.  This research is a classroom action research with data analysis in the form of qualitative and quantitative analysis using test data collection tools, observation, and documentation.  This study concludes that there is a relationship between student activity and learning outcomes and the use of successful methods to achieve the desired targets.  The average percentage of student activity in the first cycle was 67% and remembering as much as 11% and in the second cycle was 78%.  The percentage of completeness of learning outcomes reached 52% and 76% in cycle II.  So, there was an increase in learning outcomes from cycle I to cycle II, which was 24%.


2019 ◽  
Vol 3 (1) ◽  
pp. 69-79
Author(s):  
Suarti Djafar ◽  
Nadar Nadar ◽  
Arwan Arwan

This research is Classroom Action Research which will be carried out in two cycles and through several stages in each cycle, namely planning, implementing actions, observing and reflecting. The purpose of this study was to determine the increase in mathematics learning outcomes of STKIP Muhammadiyah Enrekang students through the development of vocational mathematics modules. The subjects of this study were the fourth semester students of the 2018/2019 academic year study program in mathematics, totaling 10 people. The data collection technique that will be used is a test of student learning outcomes conducted at the end of each cycle, observation, reflection and student responses. The implementation plan begins with asking questions, thinking together and answering; 2) Application of the development of vocational mathematics modules about improving the learning outcomes of the mathematics education study program STKIP Muhammadiyah Enrekang. The goals and objectives of education held at the mathematics education study program of STKIP Muhammadiyah Enrekang can be achieved well, in order to produce vocational math modules for mathematics education study programs.


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