math game
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2022 ◽  
pp. 1173-1189
Author(s):  
Kristian Kiili ◽  
Kai Ojansuu ◽  
Antero Lindstedt ◽  
Manuel Ninaus

The main aim of this article was to investigate the educational potential of a game-based math game competition to engage students in training rational numbers. Finnish fourth (n = 59; Mage = 10.36) and sixth graders (n = 105; Mage = 12.34) participated in a math game competition relying on intra-classroom cooperation and inter-classroom competition. During a three-week period, the students were allowed to play a digital rational number game, which is founded on number line estimation task mechanics. The results indicated that students benefited significantly from participating in the competition and playing behaviour could be used to assess students rational number knowledge. Moreover, students were engaged in the competition and the results revealed that intrinsically motivating factors such as enjoyment and perceived learning gains predicted students' willingness to participate in math game competitions again. This article provides empirical support that educational game competition can be an effective, engaging, and a fair instructional approach.


2021 ◽  
Vol 4 (2) ◽  
pp. 156-166
Author(s):  
Lukman Hakim ◽  
Rama Utama Putra Suprijanto

The quality of education is very important for success in learning, by using various methods or tools to make it easier for students to understand discrete mathematics material, based on the 23% graduation rate of students who do not complete discrete mathematics at XYZ University, it is necessary to innovate learning applications, use The game education application provides convenience in developing learning media, namely the Digital Math Game, an Android-based mobile application that makes it easy for students to learn discrete mathematics. This application is equipped with several features, namely games to hone the extent to which students' ability to do discrete math exercises randomly, with the reward in the game, the questions are designed to be more difficult and graded, Fuzzy Sugeno algorithm calculates logic to determine rewards based on time variables and problem solving. This application has an AR (Augmented Reality) feature to provide 3D views and videos on discrete mathematics textbooks, 30 algorithm testing with 100% accuracy.


2021 ◽  
Author(s):  
Lydia Flynn

Early mathematical understanding is important for later success in mathematics. Game based interventions can be a successful means by which to help young students to improve their mathematical understandings. The purpose of this study is to examine whether a math game that was to be played at home improved the mathematical understanding of kindergarten students. Kindergarten students, from rural Idaho, were assigned to a group that played math games (n = 15) or a control group that did not (n = 13). The intervention group was given a simple math game and instructed to play 20 times in a 2 week period. The control group played a sight word game with the same instructions for frequency. Results showed that playing the game at home did not improve performance on the math assessment. A survey was also used to gather information about whether or not reported amounts of game playing at home would be correlated to higher scores on a mathematics assessment. Results showed that reported game playing at home was not related to higher scores on a mathematics assessment.


Author(s):  
Raquel Afonso ◽  
Ana Breda ◽  
Eugénio Rocha
Keyword(s):  

2021 ◽  
Vol 12 (1) ◽  
pp. 25-34
Author(s):  
Arif Fatahillah ◽  
Nur Alfiyantiningsih ◽  
Dafik Dafik

This research aimed to describe the development process and results of the Construct 2 Android-based education math game on number pattern subjects to increase student's ICT literacy. This research employed the Research and Development method with a 4-D development model. The development model consisted of 4 stages: the Define stage, the Design stage, the Development stage, and the dissemination stage. Also, the researchers developed the Android-based application based on ICT literacy indicators. The application must be valid, practical, and effective. The results showed a correlation coefficient value of 0.87 and included in the valid category with very high interpretation. The level of practicality of the developed product was 83.96% based on a users' responses questionnaire. The effectiveness was determined based on the percentage of students' learning outcomes which was 83.33%. The increase in students' ICT literacy was determined based on the ICT literacy questionnaire and learning outcome tests' average N-Gain score. The average N-Gain value obtained was 0.75, with an average value for the ICT literacy questionnaire of 0.89 and the average value for the learning outcome test of 0.61. Based on these three criteria, it can be concluded that the Construct 2 android-based educational math game on the number pattern material can improve students' ICT literacy.  


2021 ◽  
Vol 9 (5) ◽  
pp. 578-583
Author(s):  
Gideon a ◽  
◽  
Haruna b ◽  
Mohammed A. Umar ◽  
◽  
...  

Mathematics is an essential part of the Nigerian education vision. Mathematics is widely perceived as a tedious and challenging subject to learn. Thus, math avoidance behavior is a trend that cuts across culture and is pervasive among young learners. Research has pointed the relevance of computer games in learning mathematics. Therefore, the current study is aimed to examine the role of math game apps on the attitude of primary school students in Kogi State of Nigeria towards mathematics. A quasi-experimental design with pre-test and post-tests and two groups (experimental and control) were adopted. Primary school students in Kogi State made up the population of the study. Eighty-three (n = 83) students comprising males and females within the age range of 7 – 11 years and mean age of (M=9.12) and (SD= 1.22) were randomly pooled from selected public primary schools in Kogi State as the study participants. The students were assigned to groups, with group A as the experimental group, while group B represents the control group. Before the main studys commencement, students attitude towards mathematics was established (pre-test) using an attitude towards mathematics questionnaire. In the post-test study, the treatment group student (group A) was exposed to a math game app (Prodigy Math). The result showed that the gaming app significantly influenced the experimental groups attitude towards mathematics (M = 43.81, SD = 9.54) compared to the control group (M = 32.15, SD = 5.27). An independent t-test conducted to determine the group differences in attitude towards mathematics established that math gaming apps influenced the participants attitude towards mathematics at MD = 11.66 (95% CI, 7.92 to 15.16), t (81) = 6.317, p = .001. The study recommends that the use of gaming app should be embedded in the school curriculum.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Sri Wahyuningtyas ◽  
Leonard Leonard ◽  
Natalia Tri Astuti

Math Domino Learning Media game is developed to meet the needs of students, because it has not been the availability of learning media to help the process of learning mathematics. The research aims to determine the existence of learning media to improve the development of game media through the learning media of Domino math game, the feasibility of Domino math learning. The subjects of this study were 7 th grade students of JHS 209 Jakarta which consisted 25 students. This research type is Research Development (R&D) with ADDIE model. This watchfulness consists of several steps, namely: (1) Analysis, (2) Design, (3) Development, (4) Implementation, (5) Evaluation. Validity test was done by 6 validators. Based on the results of research, it can be concluded that development of learning media MATMINO can be used on mathematics subjects The results show that the average gained from material experts is 4,33 (very decent) and the average gained by media experts is 4,37 (very decent). Student's response to learning media of MATMINO in very good category with 4.33 average score. Based on these results it is stated that domino mathematics learning media on algebra material can be used in the process of learning mathematics activities.


Author(s):  
Attiya Baqai ◽  
Maria Jan ◽  
Rafay Rasheed Maher

Learning through play has always proved its effectiveness in elementary education and has yielded prolific results. Although there are trained instructors, special schools, specific toys and facilities for Visually Impaired (VI), yet the communication between tutors and special children holds a significant gap. Also, tools in market are either too expensive or available in limited quantity in underdeveloped countries. This paper presents a cost effective solution for visually impaired children to play and learn via Braille blocks. These blocks are designed by embossed motives representing numbers, alphabets, shapes and mathematical operators with Infra-Red (IR) tags. The blocks transmit Infrared codes when come in contact with the system. The Braille Blocks System consists of a battery, optical detectors and controller which performs detection and processing of selected IR pattern. This system comprises of three different learning modules namely Words Game, Shapes Game and Math Game. These modules are further divided into several sub-game sections so that the children can learn and improve their communication and academic skills. The presence of audio feedback elevates a child’s capabilities to memorize and concentrate on self-learning and spatial coordination in a fascinating way. The designed system was tested on 20 blind children in “National Special Education Complex” Karachi, Pakistan and an assessment was conducted on basis of different types of errors encountered by children. The suitability of the system was also evaluated by taking feedback from blind students through a questionnaire, proving its effectiveness with 79% of blind children giving either good or very good feedback.


2020 ◽  
Vol 3 (2) ◽  
pp. 15-22
Author(s):  
Indah Suciati

The fraction number is a subset of the set of real numbers. Although simple and often used, this material is still quite complicated for students. To solve this problem, a solution is given in the form of the game method "Uno Mathematics". "Uno Mathematics" is an effective, interesting, and interactive way to present students to build and strengthen mastery and understanding of mathematical concepts in the long term. The steps for the game method "Uno Mathematics", namely: (1) reviewing the number of game cards as much as 48 pieces, (2) explaining the "Uno Math" game procedure and the rules of lowering the cards, (3) grouping students in groups, (4 ) give a set of “Uno Mathematics” cards to each group, (5) remind students, and (6) start the game.


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