PnC Game: The Impact of Digital Game-Based Learning (DGBL) on Foundation Students’ Performance on Mathematics Course
Keywords:
Digital game-based learning, Permutations and combinations, STEM educationAbstract
PnC Game is digital game-based learning (DGBL) based on topic permutations and combinations. Students can use this game with various educational backgrounds, including Malaysian Certificate of Education (SPM), foundation, degree, or similar. This topic was chosen because students frequently struggle to solve problems connected to the topic, particularly in recognising a permutation or combination situation. Students also struggle to put theory into practice (CLO3). Therefore, the PnC Game was built to help students learn permutations and combinations at their own pace. By engaging in the game, students may be able to solidify their theories indirectly. Before and after the students interacted with the PnC game, their performance was evaluated. This study included 27 foundation students from INTEC Education College and 22 foundation students from the STEM Foundation Center at Universiti Malaysia Terengganu (UMT). Even though the permutations and combinations topic was already taught in high school, most students scored poorly on the pre-test. The paired t-test result reveals a statistically significant improvement in performance after learning with PnC Game. On the other hand, regardless of their Additional Mathematics performance in SPM, our study showed that learning via the PnC Game has improved students’ grasp of permutations and combinations topics.
Downloads
References
Bakar, S.A. and Ayub, A. F. M. (2020). Relationship between attitude towards
mathematics and mathematical problem-solving achievement among preuniversity students in Malaysia. ASM Science Journal,13.
https://doi.org/10.32802/ASMSCJ.2020.SM26 (2.24).
Bluman, A.G. (2018). Elementary Statistics: A step by step approach. (10th
Edition). McGraw-Hill International Edition, N.Y.
Byun, J. and Loh, C.S. (2015). Audial engagement: Effects of game sound on
learner engagement in digital game-based learning environments.
Computers in Human Behavior, 46, 129–138.
https://doi.org/10.1016/j.chb.2014.12.052.
De Freitas S. (2006). Learning in immersive worlds: A review of game-based
learning. http://www.jisc.ac.uk/uploaded_documents/Summary_report.
Fabian, K. (2019). Student engagement in mobile learning activities: breakdowns
and breakthroughs. In Eleventh Congress of the European Society for
Research in Mathematics Education (No. 10). Freudenthal Group;
Freudenthal Institute; ERME.
Gee, J.P. (2003). What video games have to teach us about learning and literacy.
Computers in entertainment (CIE), 1(1), 20-20.
Hébert, C., Jenson, J. and Terzopoulos, T. (2021). Access to technology is the
major challenge: Teacher perspectives on barriers to DGBL in K-12
classrooms. E-Learning and Digital Media. 18(3), pp. 307-324.
Huet, J.M. and Tcheng, H. (2010). What if Telecoms-Were the key to the Third
Industrial Revolution?. Pearson Education, France Paris.
Hung, C. M., Huang, I. and Hwang, G. J. (2014). Effects of digital game-based
International STEM Journal, Volume 3 No.2, Dec 2022, 1-11
learning on students’ self-efficacy, motivation, anxiety, and achievements in
learning mathematics. Journal of Computers in Education, 1(2–3), 151–166.
Hussein, M.H., Ow, S.H., Elaish, M. M. and Jensen, E.O. (2021). Digital gamebased learning in K-12 mathematics education: a systematic literature
review. Education and Information Technologies, 1-33.
Hwa, S.P. (2018). Pedagogical change in mathematics learning: Harnessing the
power of digital game-based learning. Journal of Educational Technology
and Society, 21(4), 259 -276.
Kapur, R. (2020). Understanding the meaning and significance of pedagogical
approaches. Research Gate.
https://www.researchgate.net/publication/345317896_Understanding_the_
Meaning and Significance of_Pedagogical_Approacheso.
Karakoç, B., Eryılmaz, K., Turan Özpolat, E. and Yıldırım, İ. (2020). The effect of
game-based learning on student achievement: A meta-analysis study.
Technology, Knowledge and Learning,1-16.
https://doi.org/10.1007/s10758-020-09471-5.
Kay, R. and Lauricella, S. (2011). Exploring the benefits and challenges of using
laptop computers in higher education classrooms: A formative analysis.
Canadian Journal of Learning and Technology, 37, 1–18.
Khalip S., Ramli, M.A. and Abdullah, M.I. (2018). A historical educational game for
learning support: Design and evaluation of pre-mortem. ASM Science
Journal, 13. Special Issue 3, 2020 for CIIDT2018, 94-99.
Khenissi, M. A., Essalmi, F. and Jemni, M. (2013). A learning version of Pacman
game. In Fourth International Conference on Information and
Communication Technology and Accessibility (ICTA) (pp. 1-3). IEEE.
Lee, L. and Dolah, J. (2018). Abstract or realistic style: Inclusive designing for
student experience in educational games. ASM Science Journal, 13,
Special Issue 3, 2020 for CIIDT2018, 82-88.
Lewis, C., Wardrip-Fruin, N. and Whitehead, J. (2012). Motivational game design
patterns of’ville games. In Proceedings of the international conference on
the foundations of digital games, 172-179. doi:10.1145/2282338.2282373.
Liao, C. W., Chen, C. H. and Shih, S. J. (2019). The interactivity of video and
collaboration for learning achievement, intrinsic motivation, cognitive load,
and behavior patterns in a digital game-based learning
environment. Computers & Education, 133, 43-55.
Muntean, C. H., EI Mawas, N., Bradford, M. and Pathak, P. (2018). Investigating
the impact of an immersive computer-based math game on the learning
process of undergraduate students. In 2018 IEEE Frontiers in Education
Conference (FIE) (00. 1-8). IEEE.
International STEM Journal, Volume 3 No.2, Dec 2022, 1-11
Oswald, D. and Kolb, S. (2014). Flat design vs. skeuomorphism–effects on
learnability and image attributions in digital product interfaces. In DS 78:
Proceedings of the 16th International conference on Engineering and
Product Design Education (E&PDE14), Design Education and Human
Technology Relations, University of Twente, The Netherlands, 402-407.
Pannese, L. and Carlesi, M. (2007). Games and learning come together to
maximise effectiveness: The challenge of bridging the gap. British Journal
of Educational Technology, 38(3), 438–454.
Perera, H., Hewagamage, K. P. and Weerasinghe, T. A. (2017). Game based
learning as a supplementary approach in teaching mathematic. In 2017
Seventeenth Internaional Conference on Advances in ICT for Emerging
Regions(ICTer) . 1-7. IEEE.
Prensky, M. (2001). The games generations: How learners have changed. Digital
game-based learning, 1(1), 1-26. McGraw-Hill.
Shute, V.J. and Ke, F. (2012). Games, learning, and assessment. In Assessment
in game-based learning (pp. 43-58). Springer, New York, NY.
https://doi.org/10.1007/978-1-4614-3546-4_4.
Skiada, R., Soroniati, E., Gardeli, A. and Zissis, D. (2014). EasyLexia: A mobile
application for children with learning difficulties. Procedia Computer
Science, 27, 218–228.
Snow, B. (2016). The potential for game-based learning to improve outcomes for
nontraditional students. Muzzy lane software report.
Sun, L., Ruokamo, H., Siklander, P., Li, B. and Devlin, K. (2021). Primary school
students’ perceptions of scaffolding in digital game-based learning in
mathematics. Learning, Culture and Social Interaction, 28, 100457.
https://doi.org/10.1016/j.lcsi.2020.100457.
Supandi, Ariyanto, L., Kusumaningsih, W. and Aini, A.N. (2018). Mobile phone
application for mathematics learning. Journal of Physics: Conf. Series, vol.
, pp. 012106.
Swink, S. (2008). Game feel: A game designer’s guide to virtual sensation. CRC
press.
Troussas, C., Krouska, A. and Sgouropoulou, C. (2020). Collaboration and fuzzymodeled personalization for mobile game-based learning in higher
education. Computers & Education, 144, 103698.
https://doi.org/10.1016/j.compedu.2019.103698.
Vanduhe, V. Z., Nat, M. and Hasan, H. F. (2020). Continuance intentions to use
gamification for training in higher education: Integrating the Technology
Acceptance Model (TAM), Social Motivation, and Task Technology Fit
(TTF). IEEE Access, 8, 21473-21484