THE EFFECTIVENESS OF EDUCATIONAL GAMES IN LEARNING MATHEMATICS AMONG SECONDARY SCHOOL STUDENTS
DOI:
https://doi.org/10.24191/mjoc.v9i2.26079Keywords:
Academic Achievement, Educational Games, MathematicsAbstract
Educational games in learning have established an alternative learning environment among students. It helps to improve students' knowledge and skill acquisition. Through educational game learning, it provides students with challenges and a sense of accomplishment. The challenges in teaching-learning mathematics subjects are student's lack of problem-solving skills and lack of interest during the lessons. Therefore, this study aims to implement educational games in learning mathematics to increase students' interest and determine its effectiveness. The study was conducted in one of the secondary school districts of Seri Manjung, Perak. A cluster sampling technique was used which comprised 32 respondents from the Form One level. Quantitative data were collected from questionnaires and academic achievement tests. The Social Sciences Statistical System (SPSS) version 25 tool was used to analyse the data. The findings showed significant differences in the students' achievement in learning mathematics by using educational games as their learning aids. Based on the results, it can be concluded that student's performance in mathematics improved after they participated in the educational game activity as a learning aid in the classroom. Therefore, it is advised that future studies focus on several topics and increase the number of participants in educational games as learning aids in mathematics.
References
Aguilar, J. J. (2021). High School Students' Reasons for Disliking Mathematics: The Intersection Between Teacher's Role and Student's Emotions, Belief and Self-efficacy. International Electronic Journal of Mathematics Education, 16(3). https://doi.org/10.29333/iejme/11294
Becker, K. (2021). What’s the difference between gamification, serious games, educational games, and game-based learning? Academic Letters, 209. https://doi.org/10.20935/AL209.
Hui, H. B., & Mahmud, M. S. (2023). Influence of game based learning in mathematics education on the student's cognitive and affective domain: A systematic review. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1105806.
Jääskä, E., Lehtinen, J., Kujala, J., & Kauppila, O. (2022). Game-based learning and students’ motivation in project management education. Project Leadership and Society, 3. https://doi.org/10.1016/j.plas.2022.100055
Krath, J., Schürmann, L., & Von Korflesch, H. F. (2021). Revealing the theoretical basics of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125. https://doi:10.1016/j.chb.2021.106963
Li, Y., & Schoenfeld, A. H. (2019). Problematizing teaching and learning mathematics as "given" in STEM education. International Journal of STEM Education, 6(44). https://doi.org/10.1186/s40594-019-0197-9
Mansor, N. S. C., & Rosly, N. S. (2024). A study on the relationship between game-based learning and secondary school students’ mathematics achievement in SMK Kompleks Gong Badak. Malaysian Journal of Computing (MJOC), 9(1), 1776–1788. https://doi.org/10.24191/mjoc.v9i1.26081
Malliakas, E., Jiménez-Fanjul, N., & Marín, V. (2021). Educational Intervention through a Board Game for the Teaching of Mathematics to Dyslexic Greek Students. Social Science, 10(10), 370. https://doi.org/10.3390/socsci10100370.
Plass, J. L., Homer, B. D., Mayer, R. E., & Kinzer, C. K. (2020). Theoretical foundations of game-based and playful learning. In J. L. Plass, R. E. Mayer, & B. D. Homer (Eds.), Handbook of Game-Based Learning (pp. 3–24).
Tokac, U., Novak, E., & Thompson, C. G. (2019). Effects of game-based learning on students' mathematics achievement: A meta-analysis. Journal of Computer Assisted Learning, 35, 407 - 420. https://doi.org/10.1111/jcal.12347
Van Putten, S., Blom, N., & van Coller, A. (2020). The developmental influence of collaborative games in the Grade 6 mathematics classroom. International Journal of Mathematical Education in Science and Technology, 53, 1478 - 1501.
Vankúš, P. (2020). Influence of Game-Based Learning in Mathematics Education on Students’ Affective Domain: A Systematic Review. Mathematics, 9(9), 986. https://doi.org/10.3390/math9090986
Wong, S. L., & Wong, S. L. (2019). Relationship between interest and mathematics performance in a technology-enhanced learning context in Malaysia. Research and Practice in Technology Enhanced Learning, 14(21). https://doi.org/10.1186/s41039-019-0114-3
Yeşilbağ, S., Korkmaz, Ö., & Çakir, R. (2020). The effect of educational computer games on students’ academic achievements and attitudes towards English lesson. Education and Information Technologies, 25(6), 5339–5356. https://doi.org/10.1007/s10639-020-10216-1.
Yu, Z., Gao, M., & Wang, L. (2020). The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction. Journal of Educational Computing Research, 1-25. https://doi.org/10.1177/0735633120969214
Zeng, J., Parks, S., & Shang, J. (2020). To learn scientifically, effectively, and enjoyably: A review of educational games. Hum Behav & Emerg Tech., 2, 186-195. https://doi.org/10.1002/hbe2.188
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Nur Hanani Rosni, Nurhilyana Anuar, Aminatul Solehah Idris

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.




