ENGAGING IN CREATIVE TEACHING PEDAGOGY BASED ON SLSTAT GAMIFICATION FOR LEARNING STATISTICS

Authors

  • Norbaiti Tukiman Faculty of Computer and Mathematical Sciences
  • Ng Set Foong Faculty of Computer and Mathematical Sciences
  • Ahmad Khudzairi Khalid Faculty of Computer and Mathematical Sciences
  • Nur Intan Syafinaz Ahmad Faculty of Computer and Mathematical Sciences
  • Suhana Mohamed Faculty of Business Management, Universiti Teknologi MARA (UiTM), Cawangan Johor, Kampus Pasir Gudang, 81750 Masai, Johor, Malaysia.

Keywords:

Probability, SLSTAT, Gamification, Pedagogy, Learning

Abstract

Learning pedagogy and strategy is important to enhance students’ interest in the critical subjects or
topics. Statistics is one of the subjects studied by UiTM students pursuing a Diploma in Business
Transport. An innovative board game called Snake and Ladder for Fun Statistical Learning has been
created in order to solve problem in learning probability (the concept in statistical learning). In this
study, the traditional board game Snake and Ladder was modified by incorporating the element of
learning into the newly created games namely SLSTAT. The games applied to students who took the
course. Qualitative method through interview questionnaires has been used to analyse the students’
interest of SLSTAT game towards the probability topic and student engagement SLSTAT game in their
learning outcome. The outcomes of this game are as follows: (1) Students can apply probability, and (2)
they can collaborate to solve probability-related problems. The results show most of students are likely
agree that SLSTAT assist their understanding learning probability and this game can be used as part of
a classroom learning activity to help students improve their probability knowledge and problem-solving
abilities.

References

Amponsah, S., Kwesi, A. B., & Ernest, A. (2019). Lin’s creative pedagogy framework as a strategy for fostering

creative

in

Ghanaian

https://doi.org/10.1016/j.tsc.2018.09.002

schools.

Thinking

Skills

and Creativity, 31, 11–18.

Ariffin, N. A., & Yunus, F. (2017). Kesediaan Guru Prasekolah Dalam Melaksanakan KBAT Dalam Pengajaran

dan Pembelajaran. Simposium Pendidikan diPeribadikan: Perspektif Risalah An-Nur (SPRiN2017), 147-152.

Bradbury, N. A. (2016). Attention span during lectures: 8 seconds, 10 minutes, or more? Advances in Physiology

Education, 40, 509-513.

Chiu, F. Y., & Hsieh, M. L. (2017). Role-playing game based assessment to fractional concept in second grade

mathematics. Envasia Journal of Mathematics, Science and Technology Education, 13(4), 1075-1083.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining"

gamification". Proceedings of the 15th international academic MindTrek conference: Envisioning future media

environments,9-15.

Geroimenko, V. (2019). Augmented Reality Games I: Understanding the Pokémon GO phenomenon. Springer.

Giang, V. (2013). "Gamification" Techniques Increase Your Employees’ Ability to Learn By 40%. Business

Insider. Retrieved from https://www.businessinsider.com/gamification-techniques-increase-your-employees

ability-to-learn-by-40-2013

#:~:text=Illustration%20by%20Mike%20Nudelman%20If,campaigns%20for%20employees%20and%20cons

umers. [Access online 19 September 2013].

Gibson, D., Ostashewski, N., Flintoff, K., Grant, S., & Knight, E. (2015). Digital badges in education. Education

and Information Technologies, 20(2), 403-410.

Gumennykova, T. P., Blazhko, O. A., Luhova, T. A., Troianovska, Y. L., Melnyk, S. P., & Riashchenko, O. I.

(2019). Gamification features of STREAM-education components with education robotics. Applied aspects of

information technology, 2(1), 45-65.

Huang, B., & Hew, K. F. (2015). Do points, badges and leaderboard increase learning and activity: A quasi

experiment on the effects of gamification. In Proceedings of the 23rd International Conference on Computers

in Education, 275-280.

Kiryakova, G., Angelova, N., & Yordanova, L. (2018). Gamification in education: Breakthroughs in research

and practice. Ophthalmology: Breakthroughs in Research and Practice, 1–677. https://doi.org/10.4018/978-1

-5198-0

Leaning, M. (2015). A study of the use of games and gamification to enhance student engagement, experience

and achievement on a theory-based course of an undergraduate media degree. Journal of Media Practice, 16(2),

-170.

Lemke, C. (2002). enGauge 21st Century Skills: Digital literacies for a digital age. North Central Regional

Educational Laboratory, 3(1), 1-32.

Mahat, A., Kasmin @ Bajuri, N. K., Khalid, A. K., Semil@ Ismail, G., Othman, Z. S., Ismail, N., & Ahmad, N.

I. S. (2018). Comparison between traditional and computer interactive game in learning integration technique.

AIP Conference Proceedings, 1974 (1), 020093. https://doi.org/10.1063/1.5041624

Mautref, J. (2019). Course Duration and Its Impact on Learner Attention Span. The Future of Knowledge.

Retrieved from https://blog.gutenberg-technology.com/en/course-duration-and-its-impact-on-learner-attention

span. [Access online 28 February 2019].

Othman, Z. S., Ismail, N., Khalid, A. K., & Tukiman, N. (2020). Module Development for STEM Education

Achievement: A Case Study at the Secondary School Level. Journal of Computational and Theoretical Nanoscience, 17(2), 1085-1089. https://doi.org/10.1166/jctn.2020.8771

Rahim, N. A., & Abdullah, A. H. (2017). Kesediaan Guru Matematik Sekolah Menengah Dalam Melaksanakan

Proses Pembelajaran dan Pengajaran Abad Ke-21. Isu-isu Pendidikan Kontemporari, Universiti Teknologi

Malaysia, Skudai: pp. 567 – 584.

Roure, C., Kermarrec, G., & Pasco, D. (2017). Effects of situational interest dimensions on students’ learning strategies in physical education. European Physical Education Review, 25(2), 327-340. https://doi.org/10.1177/1356336X17732964

Rusdin, N. M. (2018). Teachers’ Readiness in Implementing 21st Century Learning. International Journal of

Academic Research in Business and Social Sciences, 8(4), 1271–1284.

Sakai, K., & Shiota, S. (2016). A Practical Study of Mathematics Education Using Gamification. International

Association for Development of the Information Society, 353-354.

Salehudin, N. N., Hassan, H. N., & Hamid, N. A. A. (2015). Matematik dan Kemahiran Abad Ke-21:

Perspektif Murid. Jurnal Pendidikan Matematik. 3(1), 24-36.

Stehle, S.M., & Peters-Burton, E.E. (2019). Developing student 21st Century skills in selected exemplary

inclusive STEM high schools. International Journal of STEM Education, 6(39), 1-15.

https://doi.org/10.1186/s40594-019-0192-1

Syawaluddin, A., Afriani Rachman, S., & Khaerunnisa. (2020). Developing Snake Ladder Game Learning Media

to Increase Students’ Interest and Learning Outcomes on Social Studies in Elementary School. Simulation and

Gaming, 51(4), 432–442. https://doi.org/10.1177/1046878120921902

Walser, N. (2008). Teaching 21st Century Skills. Harvard Education Publishing Group.

http://hepg.org/hel/article/184. [Access online September/October 2008].

Yunos, M. (2015). Hubungan Sikap dan Persepsi Murid Terhadap Pembelajaran Bahasa Melayu dengan

Kemahiran Abad Ke-21. Jurnal Pendidikan Bahasa Melayu. 5(2), 22-30.

Downloads

Published

2021-10-31

Similar Articles

1-10 of 37

You may also start an advanced similarity search for this article.