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CONFERENCE PROCEEDING

Educational Game for Mathematics

Syed Muhammad Syed Abdullah1*, Nurhidaya Mohamad Jan1, Siti Munirah Mohd1

Kolej GENIUS Insan, Universiti Sains Islam Malaysia, 71800, Bandar Baru Nilai, Negeri Sembilan, Malaysia

*Corresponding author: [email protected]

ABSTRACT

Mathematics subject is a compulsory subject that is offered to every student in Malaysia. The syllabus concludes with mathematic concepts which require skills and mastery to learn. However, some students find it challenging and intimidating to learn new mathematic concepts. These students are often linked to math anxiety, where a person will experience a feeling of stress when faced with math-related problems. Lack of confidence is also a significant problem for students in Malaysia. The perfect solution to overcoming this math anxiety is understanding it thoroughly and then practicing it regularly. One great way to do it is by tapping into the power of one big obsession of children these days – gaming.

This approach is one of the fun learning methods that can be used. Therefore, an educational game for mathematics subject has been developed using Buildbox software. Buildbox is a video game development tool that allows users to create 3d video games for computers and mobile. Since the software is free, the teachers can use it as a tool for making a fun game-based learning project in school.

Keywords: educational game; mathematics; primary; school

INTRODUCTION

Creating immersive and aesthetic auditory spaces in virtual reality primarily focuses on enhancing the quality of the learning experience for the user by utilizing a sophisticated combination of advanced immersive platforms and math. As we know, the subject of Mathematics is challenging because, in addition to learning specific formulas, learners have to face learning in a situation where the teacher will push the learners until they understand, resulting in a lack of confidence and anxiety. The lack of smooth interaction in teaching mathematics has caused students to get bored and lose interest in the topic. Using traditional teaching methods is one of the factors. The conventional approach is an inefficient and monotonous teaching method and is still commonly used in schools (Ahmad et al., 2019).

The current study supports this finding that a new innovative approach must be implemented to increase students' comprehension, reasoning, and networking (Nurcahyo et al., 2018). Changing the traditional teaching method is the solution to overcome this problem. One of the alternative approaches is to supply the material by implying the principle of virtual reality with a gamification approach. Games are also enjoyable and immersive games that can teach us objectives, rules, and encouragement.

Reading benefits are intrinsic to gaming, but preference is a major factor. According to Steinkulher 's study, if students were given choices in their in-game reading, the impact was more powerful than the game alone.

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Therefore, an educational mathematics game was created for primary school students. The online game was created using software from Buildbox. Buildbox is a video game development platform for computers, and mobile devices, which allows users to build 3D video games. Since the software is free, teachers can use it as a project-based learning tool for creating online game projects at school.

METHODOLOGY

There are four stages in conducting the research. The first stage is examining the Malaysian statistic of students in mathematics subject. The results show that achieving the Malaysian Ministry of Education Goals is not enough. This is where the idea for this project started to overcome this problem. Next, the second stage is the process of purposive and convenient sampling. The final stage is the data analysis from the output of the students' review. To determine whether the game is effective or helpful in students learning in mathematics subject. Lastly, the game is published after the game has been modified and edited to fulfill the satisfaction. Figure 1 shows the flowchart of the methodology.

Figure 1. Flowchart of Methodology

RESULTS AND DISCUSSION

Buildbox Software

Buildbox software is used for creating educational mathematics games. Figure 2 shows the Buildbox interface. Buildbox is a no-code development platform focused on game creation without programming, coding, or scripting. Figure 3 shows the character nodes and world nodes during the process of development of the game. Also, Figure 4 shows the game interfaces that have been developed.

Figure 2. Buildbox Interface

Statistic is recorded

Development of 3D game

Data Analysis

Game published

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Figure 3. World Nodes and Character Nodes

Figure 4. Game Interfaces

CONCLUSION

A 3D mobile game is developed to help students in primary school with Mathematics subjects. The participatory element of games, which aids in developing young brains' intuitive thinking and introduces them to the fundamentals of building problem- solving skills, has been shown to make learning more successful compared to the formal method. Children can learn from one another through games as they share how they solved a problem with the class. Students are encouraged to express themselves more freely in the games due to the low-pressure environment, and the teacher can more precisely gauge their development.

REFERENCES

Rafael Villena Taranilla, Ramón Cózar-Gutiérrez, José Antonio González-Calero & Isabel López Cirugeda (2019) Strolling through a city of the Roman Empire: an analysis of the potential of virtual reality to teach history in Primary Education, Interactive Learning Environments,

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Sokolowski, A., Yalvac, B., & Loving, C.2011. Science modelling in pre-calculus: how to make mathematics problems contextually meaningful. International Journal of Mathematical Education in Science and Technology. Vol. 42(3).p:283-297.

Bishop, A. 1991. Mathematical Enculturation: A Cultural Perspective on Mathematics Education.

Sailer, M., Hense, J., Mandl, H., and Klevers, M. 2013. Interaction Design and Architecture(s) Journal.

p. 28-37

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