scholarly journals The Design and Implementation of a Mathematics Game-Base Learning Application for Primary Students

Author(s):  
Nahla Aljojo

<p class="1">The traditional learning process used in schools is outdated.  Students nowadays spend most of their time using technologies for entertainment and to communicate with their friends.  Technology can also be used to present opportunities in teaching difficult subjects, such as mathematics, in a better environment. This project aims to improve the mathematical skills of addition and subtraction in young children aged 6 to 8 by combining education and entertainment in a simple math learning game<em>.  </em>Using ideas from Jerome Bruner’s theory, and Bloom’s Taxonomy of cognitive goals, this application will help children learn and interact effectively with the world around them. This project presents the design and development of a game-based learning application that improves the mathematical skills of young children.  Specifically, our target-users for this application are primary school students who are learning addition and subtraction. This paper provides discussion and guidance on how to evaluate the impact of Mathematics Game-Base Learning Application. The overall results of the experimental study indicate a positive effect of Mathematics Game-Base Learning Application on the learning process.</p>

2022 ◽  
pp. 23-57
Author(s):  
Sonali Rani Sahansra ◽  
Anshu Sharma

This study aimed to investigate the impact of game-based learning on student performance. For this reason, an empirical study was conducted which comprises the comparison of traditional learning and game-based learning. The participants were lower primary school students of age group 6-8 years. GSR NUL-217 logger sensor was used to record the physiological signals of each participant in real time. An Android-based game intervention named “KidsZoneApp” was developed which included mathematics and English lesson plans according to the student's curriculum. The collected log data was used to calculate the changes in different dimensions of completing the task. ANOVA yielded a very significant difference between game-based learning and traditional learning groups. Overall, the results showed that game-based learning contributed to increased students' performance levels. Significantly, students under game-based learning completed the task in lesser time as compared to traditional learning.


Author(s):  
Zi-Yu Liu ◽  
Zaffar Ahmed Shaikh ◽  
Farida Gazizova

A modern school deals with a generation of students who were born and grown up in a digital environment and require other teaching methods. Changes in the technological and social conditions of modern society need new professional skills, which are often called “21st century skills”. These skills should be devel-oped starting from the primary school, as they are psychological and behavioural, rather than practical. Game-based learning and gamification are effective means of such skills development. The use of video games in teaching practice is studied multifaceted, along with formats and requirements of educational game, methods for effectiveness assessment, and the effect of games on students. The controver-sial nature of game-based learning effect on students require deeper research, as the increase in motivation and learning efficiency cannot be disputed, as well as the negative impact of a long gaming on cognitive abilities, emotional state and social skills of students. The study tested both an increase in the motivation and attraction of school students for the learning process, and the impact on the prac-tical results of information assimilation. There was conducted a survey on the re-sults of the application of game training to determine the motivation and attraction of students. Likewise, we counted time, spent by the study and control group, for mastering the main educational material and the post-class study of game content and the educational material it presents. A comparative test was conducted on the results of educational material comprehension to determine the effectiveness of the methodology in mastering knowledge. The group, with game-based learning and gamification applied, showed an increase in motivation and attraction to learning, students paid additional efforts for assimilating the material studied, and also showed significantly higher learning outcomes compared to the control group.


Author(s):  
J. N. Baliya ◽  
Shivani Sharma

The purpose of this research was to study the impact of collaborative learning strategies on social maturity and its various dimensions viz. personal adequacy, interpersonal adequacy, and social adequacy, of secondary school students. The study was quasiexperimental and used matched pairs pre-test post-test research design. A Higher Secondary School in Educational Zone Hiranagar of District Kathua was chosen for the intervention. The study was conducted on sixty-six students of two sections of class 9th. Two sections were randomly assigned to collaborative and traditional learning conditions. Four methods of collaborative learning viz. Think-Pair-Share, Numbered Heads Together, Jigsaw, and Fish-Bowl were used for a period of over five weeks. The results were analyzed using mean, standard deviation and a critical ratio (CR). The results of the study showed that this approach was successful in increasing personal adequacy, interpersonal adequacy, social adequacy and overall social maturity of secondary school students.


2018 ◽  
Vol 20 (2) ◽  
pp. 185-195
Author(s):  
Alba Milena Flórez González

This action research study sought to incorporate students’ local identity as the set of traditions, language, history and norms of conduct as a potential element to enhance the foreign language learning process. The purpose of this study was to strengthen local cultural identity in high school students, facilitating a meaningful foreign language learning process and promoting the active participation of students in their local communities (Sharkey, Clavijo, & Ramirez, 2016), through inter-generational dialogue. The research questions proposed were: a) what were the perceptions students had about their local identity? and b) how did high school students strengthen their identity by writing chronicles in English class about their family history? Findings posit the impact of the study on students’ perception about their local identity, how they proudly identify themselves as Villanuevas (people from Villanueva), their active involvement in the community by fostering an intergenerational communication, the improvement on the students’ L2 competence as well as the impact of the sutdy on the researcher teaching process and its cross curricular influence. 


2017 ◽  
Vol 48 (4) ◽  
pp. 435-454 ◽  
Author(s):  
Marcin Wardaszko ◽  
Błażej Podgórski

Background. The effectiveness of digital game-based learning is an important issue. Mobile learning games (MLG) are rapidly growing trends among the digital game-based learning genre. Although many studies have been conducted and mobile games have been shown to have an unquestionable potential as a learning method, their effectiveness has not been fully proven, and the positive impacts and outcomes of mobile learning games with respect to learning have yet to be investigated. Aim. The study aimed at capturing the cognitive learning outcomes and the process of knowledge acquisition. The study has demonstrated both positive and negative cognitive learning effects of using mobile learning game in comparison with the textbook learning process. Methodology. This article presents a comparative study conducted on a group of 160 freshman students majoring in management and finance. The participants of the study, divided into subgroups, were taught using either textbook-based learning or a mobile learning game. Three tests were applied to measure their performance: a pre-test at the beginning of the experiment, and two post-tests, the first administered directly after the learning process and the second 2-3 weeks after the initial learning. Results and recommendations. MLG have been proven to create many positive effect for learning. It is as effective in transferring factual knowledge as textbook learning, when measured directly after the learning process. In longer term, the effects are blurred because the affective effects interfere with the measurement.


2020 ◽  
Vol 24 (1) ◽  
pp. 44-47
Author(s):  
E. Sucuoglu ◽  
H. Atamturk

Purpose: This empirical study investigated the impact of the professional qualifications of Physical Education (PE) teachers on secondary school students’ attitudes towards their PE classes. Education in general and teaching and learning in particular are multidimensional phenomena and thus it is essential to determine and define these dimensions to sustain quality in education. From the psychological perspective, along with various factors, teachers’ personality and qualifications may affect students’ learning process. In this respect, effective teachers can foster students’ learning process and help develop positive attitudes towards a course. Material: In order to fulfill the research aim, the data were elicited through a questionnaire from five hundred and ninety-two secondary school students from grades 9, 10 and 11in North Cyprus to be analyzed quantitatively. Kolmogorov-Smirnov Test and Shapiro-Wilk Testwere run to test normality. Seeing that the data set was not well-modeled by a normal distribution, a Spearman's rank correlation coefficient was run to measure the association between the variables. Results: A very strong positive correlation was found between the professional qualifications of teachers and the participants’ attitudes towards PE classes. Conclusions: The results indicated that there was a significant relationship between the qualifications of the teachers and the students’ attitudes towards PE classes. More specifically, it was found that the higher the perceptions of students of the professional qualifications of PE teachers, the more positive attitudes they developed towards PE classes.


2020 ◽  
Vol 24 (1) ◽  
pp. 44-47
Author(s):  
E. Sucuoglu ◽  
H. Atamturk

Purpose: This empirical study investigated the impact of the professional qualifications of Physical Education (PE) teachers on secondary school students’ attitudes towards their PE classes. Education in general and teaching and learning in particular are multidimensional phenomena and thus it is essential to determine and define these dimensions to sustain quality in education. From the psychological perspective, along with various factors, teachers’ personality and qualifications may affect students’ learning process. In this respect, effective teachers can foster students’ learning process and help develop positive attitudes towards a course. Material: In order to fulfill the research aim, the data were elicited through a questionnaire from five hundred and ninety-two secondary school students from grades 9, 10 and 11in North Cyprus to be analyzed quantitatively. Kolmogorov-Smirnov Test and Shapiro-Wilk Testwere run to test normality. Seeing that the data set was not well-modeled by a normal distribution, a Spearman's rank correlation coefficient was run to measure the association between the variables. Results: A very strong positive correlation was found between the professional qualifications of teachers and the participants’ attitudes towards PE classes. Conclusions: The results indicated that there was a significant relationship between the qualifications of the teachers and the students’ attitudes towards PE classes. More specifically, it was found that the higher the perceptions of students of the professional qualifications of PE teachers, the more positive attitudes they developed towards PE classes.


2021 ◽  
Vol 5 (2) ◽  
pp. 184
Author(s):  
Muhamad Afandi ◽  
Rida Fironika Kusumadewi ◽  
Ridha Dwi Lestari

This research aims to develop digital-based comic media on addition and subtraction materials of mathematics for elementary school students at grade II. This research was motivated by a lack of knowledge of students on addition and subtraction materials. The novelty of this media is in the form of files without using sheets of paper. This study used ADDIE model (Anlysis, Design, Develop, Implement, and Evaluate). Based on the five stages of development of comic media resulted from the feasibility of 90% while the practicality of teachers obtained a percentage of 90% and practicality of students obtained a percentage of 93%. The use of products gets a percentage of 86% with the category "excellent". This study has an implication that that the use of learning media makes students more actively involved in the learning process especially those in elementary schools. Therefore, teachers are supposed to maintain their creativity in teaching.


Author(s):  
Shirin Jamal

Online education has been introduced as a tool in the learning process in the majority of international universities worldwide. The term “e-learning” is defined as “any learning that involves using the internet or intranet. In this research, we tried the check the impact of online learning upon the students of Lebanese French University Erbil, Kurdistan region Iraq. The Objectives of the study are multi-folded. Firstly, to evaluate the influence of online learning upon the performance of students and secondly, to test the motivation of online learning towards the students. For this purpose, a detailed questionnaire was developed in order to get the response of the students. The questionnaire was built up and distributed to almost eighty respondents in which we got back a perfect response in complete shape only fifty.  Graph analysis has been used in order to present the response of the respondent. Mix response was recorded in which slightly negative response was in high portion. Furthermore, results showed that 60 % of respondents answered they are not happy with the online learning process and they want to have a traditional learning process that is on campus. Similarly, in each question, an extraordinary negative response toward online learning is recorded such as 76 % respondents said that they are not satisfied with this implementation of online learning. Also, they are facing hurdles and 58 % of people showed their response one of the big challenges toward online learning is a poor internet connection. 60% claimed that the instructor is not helping them to understand this whole process as a tool of online learning. The possible reason that was claimed from respondents are following: (i)This online process is first time they are interacting with,(ii) Lack of training of such online tools for the online learning process, (iii) once any student is facing trouble while this online process less support is available from the department and technical staff of the university


Sensors ◽  
2021 ◽  
Vol 21 (22) ◽  
pp. 7511
Author(s):  
Taras Panskyi ◽  
Sebastian Biedroń ◽  
Krzysztof Grudzień ◽  
Ewa Korzeniewska

The authors decided to investigate the impact of the lockdown period and the resulting limitations in informatics education, especially programming, in out-of-school electronics courses using traditional and distance learning modes in primary school COVID-19 pandemic settings. Two extracurricular courses were held successively; the first electronics course was performed in a traditional out-of-school learning mode using Arduino kits, while the other was held using the TinkerCad circuits virtual environment in distance learning mode. A structured questionnaire was administered to students to map their knowledge of programming. The questionnaire consists of three emotional dimensions: enjoyment, satisfaction and motivation. The fourth dimension was dedicated to the students’ programming outcomes. Three emotional dimensions were addressed to primary school students, while the fourth dimension was addressed to the tutors’ observations toward the students’ programming outcomes. The obtained results revealed that learning modes have no significant impact on students perceiving the programming issues. However, three emotional dimensions revealed a significant difference in the students’ enjoyment, satisfaction and motivation in favor of the traditional learning mode. Our findings are of particular interest in light of possible crisis-prompted distance education in the future but can also serve to inform government institutions and policymakers seeking to develop effective concepts for successful distance learning.


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