非数字游戏化卡片 "驴""点""丹""王"(DSK)对四年级学生分数数学成绩的影响

M. A. Setambah, M. Adnan, Syaza Hazwani Binti Zaini, Mujiasih Mujiasih, Riyan Hidayat, Muhammad Alhaji Ibrahim, Hayato Hanazono
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引用次数: 0

摘要

本研究调查了非数字游戏化(NDG)技术对学生数学成绩的影响,重点是分数。研究采用准实验设计,涉及霹雳州的 100 名小学生。研究分为两组:对照组(采用传统教学方法)和实验组(采用 NDG 学习方法)。研究结果表明,与使用传统方法的学生相比,使用 NDG 的学生在数学(分数)评估中表现更好。这项研究为 NDG 在分数教学中的有效性提供了实证支持。研究结果凸显了教育工作者创新和加强游戏化工具的潜力,特别是在数学方面,从而促进与马来西亚教育部目标一致的教育进步。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Impact of "Donkey", "Snap" dan "King" (DSK) non-digital gamification cards on fourth-grade students' math performance in fractions
This research investigates the impact of Non-digital Gamification (NDG) techniques on students' math achievement, focusing on Fractions. Utilizing a quasi-experimental design, the study involved 100 primary school students in Perak. Two groups were formed: the control group, which followed traditional teaching methods, and the experimental group, which experienced NDG learning approaches. The findings indicate that students using NDG perform better in math (fractions) assessments compared to those using conventional methods. This study provides empirical evidence supporting the efficacy of NDG in teaching Fractions. The results underscore the potential for educators to innovate and enhance gamification tools, particularly in mathematics, contributing to educational advancements aligned with the goals of the Malaysian Ministry of Education.
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