S. Yong, P. Gates, A. Chan, Chien-Sing Lee, Reginamary Matthews, K. Tiong
{"title":"Exploring the Feasibility of Computer Games in Mathematics Education","authors":"S. Yong, P. Gates, A. Chan, Chien-Sing Lee, Reginamary Matthews, K. Tiong","doi":"10.1109/HAVE.2019.8921018","DOIUrl":null,"url":null,"abstract":"The aim of this study was to explore the feasibility of deploying digital game-based learning in Mathematics education among a group of Malaysian secondary students. A mixed methods approach was employed in which a quantitative survey [175 students] and a qualitative interview [8 students, 8 parents and 6 teachers] were administered concurrently. Data collected revealed that students’ attitudes to learning Mathematics with digital games are significantly influenced by their interest in Mathematics, types of games played, and the duration of gameplay. Students prefer guidance from teachers, teachers are unlikely to change their existing teaching practices and parents do not support pedagogical change. Although this study has affirmed well-known challenges in an exam-oriented system, one key point is stressed, i.e. the possible adoption of edutainment is structured around the existing pedagogy. Furthermore, there is a need to create seamless formal-informal educational games to enrich Mathematics education.","PeriodicalId":446032,"journal":{"name":"2019 IEEE International Symposium on Haptic, Audio and Visual Environments and Games (HAVE)","volume":"37 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 IEEE International Symposium on Haptic, Audio and Visual Environments and Games (HAVE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/HAVE.2019.8921018","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
Abstract
The aim of this study was to explore the feasibility of deploying digital game-based learning in Mathematics education among a group of Malaysian secondary students. A mixed methods approach was employed in which a quantitative survey [175 students] and a qualitative interview [8 students, 8 parents and 6 teachers] were administered concurrently. Data collected revealed that students’ attitudes to learning Mathematics with digital games are significantly influenced by their interest in Mathematics, types of games played, and the duration of gameplay. Students prefer guidance from teachers, teachers are unlikely to change their existing teaching practices and parents do not support pedagogical change. Although this study has affirmed well-known challenges in an exam-oriented system, one key point is stressed, i.e. the possible adoption of edutainment is structured around the existing pedagogy. Furthermore, there is a need to create seamless formal-informal educational games to enrich Mathematics education.