Author:
Annavelle M. Dicky ,Bong S. Fen ,Harrison K.K.S ,Hephzibah R. Sangen ,Nadia Raca ,Ng Kia Jee
Abstract
This article describes the design and development of an educational game for primary school students in a rural area of Sarawak. Students from rural Sarawak areas face several challenges contributing to demotivation when learning Mathematics and Sciences, including poor English proficiency, limited accessibility to the internet and gadgets, lack of genuine opportunities to practice English in real life, and teachers' English proficiency. In this study, a gamified learning module was designed to teach about time and tailored to students' needs. 25 Primary One students from a rural Baram, Sarawak school were recruited through crowdsourced convenience sampling for the study. Playday was conducted with the students to collect their feedback, and results were obtained from observation and feedback. Results from the playday showed that the students perceived that the game was fun and motivated them to learn about clock reading and time, engaging them to collaborate in learning and promoting teamwork in learning. The integration of gamification in teaching creates a meaningful learning process for students. It is recommended to examine the effectiveness of gamification at the secondary school level in future studies and explore the effectiveness of different game designs and game mechanisms
Subject
Materials Chemistry,Economics and Econometrics,Media Technology,Forestry
Reference26 articles.
1. Abidin, N, H, Z., Ahmad, S., Kardri, M, A. & Saad, N, L. (2019). A Research of Gamification Impact in Learning Mathematics. International Journal of Recent Technology and Engineering, 8(2S11), 2277-3878. https://doi.org 10.35940/ijrte.B1101.0982S1119
2. Ab Aziz, A. A., Swanto, S., & Azhar, S. B. H. J. (2019). Coping with stress: Exploring the lived experiences of English teachers who persist in Malaysian rural schools. Indonesian Journal of Applied Linguistics, 8(3), 506-514. https://doi.org/10.17509/ijal.v8i3.15249
3. Cambridge English. (2013). Results Report: Cambridge Baseline 2013. Cambridge: CE.
4. English for Mathematics and Science: Current Malaysian Language-in-education Policies and Practices;Chan;Language and Education,2006
5. Cheah, W. S., Nafisah, A. N., & Suhaizal, M. A. (2021). Effectiveness of gamification learning in improving social interaction among primary grade students. Advanced Science Letters, 27(2), 890-895.