Kesan Pembelajaran Berasaskan Permainan Digital Minecraft Terhadap Pencapaian Murid Tahun Lima dalam Pecahan

  • Rayner Bin Tangkui Fakulti Psikologi dan Pendidikan, Universiti Malaysia Sabah (UMS)
  • Tan Choon Keong Fakulti Psikologi dan Pendidikan, Universiti Malaysia Sabah (UMS)
Keywords: pembelajaran berasaskan permainan digital, minecraft, konsep pecahan, pencapaian

Abstract

Keupayaan untuk memahami dan menguasai konsep pecahan akan menyediakan asas yang kukuh untuk memahami konsep matematik yang lebih kompleks serta membantu dalam melakukan penyelesaian masalah yang melibatkan pecahan dalam kehidupan seharian. Namun demikian, dapatan pentaksiran antarabangsa Trends in Mathematics and Science Studies (TIMSS) dan Programme for International Student Assessment (PISA) menunjukkan bahawa pencapaian pecahan di kalangan murid di Malaysia adalah di tahap kurang memuaskan iaitu berada di bawah skor purata antarabangsa. Dengan mengambil kira perkembangan inovasi dan kecanggihan permainan digital masa kini, tujuan kajian ini adalah untuk mengkaji kesan pembelajaran berasaskan permainan digital menggunakan Minecraft terhadap peningkatan pencapaian murid dalam pecahan. Kuasi-eksperimen dengan reka bentuk ujian pra dan ujian pasca kumpulan rawatan dan kumpulan kawalan yang melibatkan 65 orang murid tahun lima dalam dua buah kelas sedia ada telah dijalankan. Melalui pensampelan kluster, sebuah kelas terpilih sebagai kumpulan rawatan manakala kelas yang satu lagi terpilih sebagai kumpulan kawalan. Kumpulan rawatan terdiri daripada 31orang murid yang didedahkan dengan kaedah pembelajaran berasaskan permainan digital menggunakan Minecraft manakala kumpulan kawalan terdiri daripada 34 orang murid yang didedahkan dengan kaedah konvensional. Data dianalisis menggunakan ujian-t dua kumpulan sampel tak bersandar bagi membandingkan min skor pencapaian ujian pasca bagi pecahan antara kumpulan rawatan dengan kumpulan kawalan. Terdapat perbezaan signifikan dalam min skor pencapaian antara kumpulan rawatan (m = 51.096, sp = 17.242) dengan kumpulan kawalan (m = 35.235, sp = 18.171). Hasil kajian ini akan lebih menggalakkan pelaksanaan pembelajaran berasaskan permainan digital menggunakan Minecraft dalam pengajaran matematik bagi meningkatkan pencapaian murid dalam pecahan.

Statistics
Abstract views: 85 , PDF downloads: 97

Downloads

Download data is not yet available.

References

Abdul Halim Abdullah, Nur Liyana Zainal Abidin & Marlina Ali. (2015). Analysis of Students’ Errors in Solving Higher Order Thinking Skills (HOTS) Problems for the Topic of Fraction. Asian Social Science, 11(21), 133 – 142.

Alibali, M. W. & Sidney, P. G. (2015). Variability in the natural number bias: Who, when, how, and why. Learning and Instruction, 37, 56 - 61. 

All, A., Nunez Castellar, E. P. & van Looy, J. (2014). Measuring effectiveness in digital game-based learning: A methodological review. International Journal of Serious Games 1, 3 – 20.

All, A., Plovie, B., Nuñez Castellar, E. P. & Van Looy, J. (2017). Pre-test influences on the effectiveness of digital-game based learning: A case study of a fire safety game. Computers & Education, 114, 24 – 37.

 Al-Azawi,  R.,  Al-Faliti,  F.  &  Al-Blushi,  M.  (2016). Educational  Gamification  Vs.  Game  Based  Learning: A Comparative Study. International Journal of Innovation, Management and Technology, 7(4), 132 - 136.

Almeda, D., Cruz, E. & Dy, A. (2013). Addressing students’ misconceptions and developing their conceptual understanding and procedural skills on fractions using manipulative materials. Dibentangkan pada Research Congress DLSU. 7 - 9 March 2013, Manila. 

Annetta, L. A., Cheng, M. & Holmes, S. (2010). Assessing twenty-first century skills through a teacher created video game for high school biology students. Research in Science & Technological Education, 28(2), 101 - 114

Azurah Mohd Johar & Effandi Zakaria. (2015). Analisis kesilapan bagi tajuk pecahan dalam kalangan murid tahun empat. Jurnal Pendidikan Matematik, 3(2), 1 - 17.

Bawa, P., Watson, S. L. & Watson, W. (2018). Motivation is a game: Massively multiplayer  online games as agents of motivation in higher education. Computers & Education, 123, 174 – 194. 

Behnamnia, N., Amirrudin Kamsin & Maizatul Akmar Ismail. (2020). The Landscape of Research on the Use of Digital Game-based Learning Apps to Nurture Creativity among Young Children: A Review. Thinking Skills and Creativity, 37, 1 – 12

Bickham, D. S., Vandewater, E. A., Huston, A. C., Lee, J. H., Caplovitz, A. G. & Wright, J. C. (2003). Predictors of children’s electronic media use: An examination of three ethnic groups. Media Psychology, 2, 107–137.

Boggan, M., Harper, S. & Whitmire, A. (2010). Using manipulatives to teach elementary mathematics. Journal of Instructional Pedagogies, 3, 1 - 6

Booth, J. L., Newton, K. J. & Twiss-Garrity, L. K. (2014). The impact of fraction magnitude knowledge on algebra performance and learning. Journal of Experimental Child Psychology, 118, 110 - 118.

Bos, B., Wilder, L., Cook, M. & O’Donnell, R. (2014). Learning mathematics through Minecraft. Teaching Children Mathematics, 21(1), 56 – 59

Bottge, B. A., Ma, X., Gassaway, L., Butler, M. & Toland, M. D. (2014). Detecting and correcting fractions computation error patterns. Exceptional Children 80(2), 237 - 255. 

Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J. & Ott, M. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94, 178 – 192

Bruner, J. S. (1977). Process orientation. Dalam D. B. Aichele and R. E. Reys (Eds.), Readings in secondary school mathematics. (2nded.) Boston, MA: Prindle, Weber & Schmidt.

Burke, K. (2000). Sixty percent of all Americans play video games, contributing to the fourth straight year of double- digit growth for the interactive entertainment industry. Dipetik dari http://www.isda.com/releases/4-21-2000.html pada 7 Febuari 2020

Chang, K. E., Wu, L. J., Weng, S. E., & Sung, Y. T. (2012). Embedding game-based problem-solving phase into problem-posing system for mathematics learning. Computers & Education, 58(2), 775-786. 

Chen, Y.-H, Lin, C.-P, Loi, C.-K. & Chan, T.-W. (2012). A Collaborative Cross Number Puzzle Game to Enhance Elementary Students’ Arithmetic Skills. Turkish Journal of Educational Technology, 11(2), 1 - 15

Chen, Y.-C. (2017). Empirical Study on The Effect of Digital Game-Based Instruction on Students’ LearningMotivation and Achievement. Eurasia Journal of Mathematics, Science & Technology Education, 13(7), 3177 – 3187.

Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., and Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious  games. Computers Education. 59, 661–686. 

Creswell, J. W. (2014). Research Design: Qualitative, Quantitative and Mixed Methods Approaches. (4th ed.). California: Sage publications. 

Cruickshank, D. R. & Telfer, R. (1980). Classroom games and simulations. Theory into Practice, 19, 75 – 80.

Dienes, Z. P. (1973). Mathematics through the senses, games, dance and art. Windsor, UK: The National Foundation for Educational Research Publishing Company Ltd. 

DeWolf, M. & Vosniadou, S. (2015). The representation of fraction magnitudes and the whole number bias reconsidered. Learning and Instruction, 37, 39 - 49.

Dhlamini, Z. B. & Kibirige, I. (2014). Grade 9 learners’ errors and misconceptions in addition of fractions. Mediterranean Journal of Social Sciences, 5(8), 236 - 244.

Donellan, J. (2019). 50 Best Open World Games You Should Play. Dipetik dari https://culturedvultures.com/best-open-world-games/2/pada 10 Jun 2020.

Ekaputra, G., Lim, C. & Eng, K. I. (2013). Minecraft: A Game as an education and scientific learning tool. Dalam The Information Systems International Conference. Pada 2 – 4 Disember 2013. Bali: Indonesia.

Entertainment Software Association, (2019). 2019 Essential Facts About the Computer and Video Game Industry.        Dipetik dari https://www.theesa.com/wpcontent/uploads/2019/05/ESA_Essential_facts_2019.pdf pada 17 April 2020.

Gay, L. R. & Airasian, P. W. (2011). Educational Research: Competencis for Analysis and Application. (Twelfth ed.). NY: Pearson Education, Inc. Hartshorn, R. & Boren, S. 1990. Experiential learning of mathematics: Using manipulatives. ERIC Clearinghouse on Rural Education and Small Schools. 

Holmes, A. B. (2013). Effects of Manipulative Use on PK-12 Mathematics Achievement: A Meta-Analysis. Society for Research on Educational Effectiveness. Poster presented at the meeting of Society for Research in Educational Effectiveness, Washington, DC.

Huizenga, J. C. (2017). Digital game-based learning in secondary education. Tesis PhD Amsterdam: University of Amsterdam.

Hwang, G.-J., Hung, C.-M. & Chen, N.-S. (2014). Improving learning achievements motivations and problem-solving skills through a peer assessment-based game development approach, Educational Technology Research and Development, 62(2), 129 – 145

Hwang, G.-J., Chiu, L.-Y. & Chen, C.-H. (2015). A contextual game-based learning approach to improving students' inquiry-based learning performance in social studies courses. Computers & Education, 81, 13 - 25 

Iacovides, I., Aczel, J., Scanlon, E., Taylor, J. & Woods, W. (2011). Motivation, Engagement and Learning through Digital Games. International Journal of Virtual and Personal Learning Environments, 2(2), 1 - 16

IDSA. (2003). Top ten industry facts. Interactive Digital Software Association. Dipetik dari http://www.idsa.com/pressroom main.htmlpada 6 Mac 2020.

Kao, G. Y. M., Chiang, C. H. & Sun, C. T. (2017). Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity. Computers & Education, 113, 294 – 312.

Kelly, C. A. (2006). Using Manipulatives in Mathematical Problem Solving: A Performance Based Analysis. The Montana Mathematics Enthusiast, 3, 184 – 193

Kline, T. (2005). Psychological Testing: A practical approach to design & evaluation. California: Sage Publication Ltd.

Kementerian Pendidikan Malaysia. (2014). Dokumen Standard Kurikulum dan Pentaksiran. Putrajaya: Bahagian Pembangunan Kurikulum.                  

Kementerian Pendidikan Malaysia. (2015). Kurikulum Standard Sekolah Rendah: Dokumen Standard Kurikulum dan Pentaksiran Matematik Tahun 1. Putrajaya: Bahagian Pembangunan Kurikulum. 

Kirriemuir, J. & McFarlane, A. (2004). Report 8: Literature review in games and learning. NESTA Future lab series. Dipetik dari http://www.futurelab.org.uk/download/pdfs/research/lit_reviews/Games_Review1.pdf pada 8 Mei 2020.

Kim, B., Park, H. & Baek, Y. (2009). Not just fun, but serious strategies: Using meta-cognitive strategies in game- based learning. Computers & Education, 52(4), 800 – 810.

Kim, Y. R. & Park, M. S. (2018). Creating a Virtual World for Mathematics. Journal of Education and Training Studies, 6(12), 172 – 183

Khairuddin Nisa, Che Zalina Zulkifli, Nor Azah Abdul Aziz & Norhisham Mohamad Nordin. (2017). Reka Bentuk Gamifikasi Pembelajaran Geografi Berasaskan Permainan Geoplay. Geografi, 5(1), 46–51.

Kontaş, H. (2016). The Effect of Manipulatives on Mathematics Achievement and Attitudes of Secondary School Students. Journal of Education and Learning, 5(3), 10 – 20

Ku, O., Chen, S.-Y., Wu, D.-H., Lao, A.-C.-C. & Chan, T.-W. (2014). The Effects of Game-Based Learning on Mathematical Confidence and Performance: High Ability vs. Low Ability. Educational Technology & Society, 17(3), 65 – 78.

Lamon, S. J. (2008). Teaching Fractions and Ratios for Understanding: Essential Content Knowledge and Instructional Strategies for Teachers. (2nd ed.). New Jersey: Lawrence Erlbaum Associates. 

Lane, H. C., Yi, S., Guerrero, B. & Comins. (2017). Minecraft as a sandbox for STEM interest development: Preliminary results. Dalam Proceedings of the 25th International Conference on Computers in Education. Pada 4 – 8 Disember 2017. Rydges Latimer Hotel, Christchurch: New Zealand.

Li, M.-C., and Tsai, C.-C. (2013). Game-based learning in science education: a review of relevant research. Journal of Science Education and Technology, 22, 877 – 898. 

Li, H. C. (2014). A comparative analysis of British and Taiwanese students’ conceptual and procedural knowledge of fraction addition. International Journal of Mathematical Education in Science and Technology 45(7), 968 - 979. 

Loong, Y. (2014). Fostering mathematical understanding through physical and virtual manipulatives. The Australian Mathematics Teacher, 70(4), 3 - 10. 

Malaysian Investment Development Industry. (2020). The Gaming Industry: A New Game of Growth. Dipetik dari https://www.mida.gov.my/home/-the-gaming-industry:-a-new-game-of-growth/posts/ pada 13 Mei 2020.

Meluso, A., Zheng, M., Spires, H. A., & Lester, J. (2012). Enhancing 5th graders' science content knowledge and self-efficacy through game-based learning. Computers & Education, 59(2), 497-504. 

McLaren, B. M., Adams, D. M., Mayer, R. E., and Forlizzi, J. (2017). A computer-based game that promotes mathematics learning more than a conventional approach.  International Journal of Game Based Learning, 7, 36 – 56. 

Mojang. (2015a). Minecraft. Dimuat turun dari https://minecraft.net/ pada 21 Mei 2019.

Mullis, I. V. S., Martin, M. O., Foy, P. & Hooper, M. (2016). TIMSS 2015 International Results in Mathematics. Chestnut Hill, MA: Boston College

Ndalichako, J. (2013). Analysis of Pupils’ Difficulties in Solving Questions Related to Fractions: The Case of Primary School Leaving Examination in Tanzania. Creative Education, 4, 69-73.

Ni, Y. & Zhou, Y.-D. (2005). Teaching and learning fraction and rational numbers: The origins and implications of whole number bias. Educational Psychologist, 40(1), 27 - 52. 

Nebel, S., Schneider, S., & Rey, G. D. (2016). Mining learning and crafting scientific experiments: A literature review on the use of Minecraft in education and research. Educational Technology & Society, 19(2), 355 – 366. 

Noorbaizura Thambi & Leong, K. E. (2013). Effect of students’ achievement in fractions using GeoGebra. SAINSAB, 16, 97 -1 06. 

Nor Aishah Ahad, T., Sin Yin, Abdul Rahman Othman & Che Rohani Yaacob. (2011). Sensitivity of normality tests to non-normal data. Sains Malaysiana, 40(6), 637 – 641

Özkan, A., Arikan, E. E. & Özkan, E. M. (2018). A Study on the Visualization Skills of 6th Grade Students. Universal Journal of Educational Research, 6(2), 354 – 359

OECD. (2013). PISA 2012 Results: What Students Know and Can Do – Students Performance in Mathematics, Reading and Science (Volume 1). OECD Publishing.

Piaget, J. (1965). The child’s conception of number. New York: W. W. Norton & Company. 

Prensky, M. (2001). Digital game-based learning. New York, NY: McGraw-Hill.

Ritterfeld, U., & Weber, R. (2006). Video Games for Entertainment and Education. Dalam P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses, consequences, 399-413. Lawrence Erlbaum Associates Publishers.

Rodrigues, J., Dyson, N. I., Hansen, N. & Jordan, N. C. (2017). Preparing for algebra by building fraction sense. Teaching Exceptional Children, 49, 134 – 141

Siegler, R. S., & Pyke, A. A. 2(013). Developmental and individual differences in understanding of fractions. Developmental Psychology. Advance online publication. 

Siew Nyet Moi@Sopiah Abdullah, Jolly Geofrey & Lee, B. N. (2016). Students’ Algebraic  thinking and Attitudes towards Algebra: The Effects of Game-Based Learning Using DragonBox 12+ App. Electronic Journal of Mathematics & Technology, 10(1), 1–17 

Simon, M. A., Placa, N., Avitzur, A. & Kara, M. (2018). Promoting a concept of fraction-as-measure: A study of the Learning Through Activity research program, Journal of Mathematical Behavior, 52, 122-133

Short, D. (2012). Teaching scientific concepts using a virtual world – Minecraft. Teaching Science, 58(3), 55 – 58.

Stafylidou, S. & Vosniadou, S. (2004). The development of students’ understanding of the numerical value of fractions. Learning and Instruction, 14, 503 – 518. 

Sugar, S. & Takacs, G. (1999). Games that teach teams: Tale of the RAT. The Journal for Quality and Participation, 22, 54 – 55.

Van de Walle, J.A., Karp, K.S. & Bay-Williams, J. M. (2019). Elementary and middle school mathematics teaching developmentally (Tenth Edition), USA: Pearson Publications. 

Wang, Y., Liu, X., Lin, X. & Xiang, G. (2011). An Evaluation Framework for Game-Based Learning. Dibentang di The 15th Global Chinese Conference on Computers in Education. Pada 29 hingga 31 Mei 2011. Hangzhou, China.

Westera, W. (2015). Games are motivating, aren't they? Disputing the arguments for digital game-based learning. Internationl Journal of Serious Games, 2, 4 –1 7

Wiggins, B. E. (2016). An Overview and Study on the Use of Games, Simulations, and Gamification in Higher Education. International Journal of Game-Based Learning, 6(1), 18-29. 

Wijaya, A. (2017). The relationships between Indonesian fourth graders’ difficulties in fractions and the opportunity to learn fractions: A snapshot of TIMSS results. International Journal of Instruction, 10(4), 221-236

Wijman, T. (2020). The World’s 2.7 Billion Gamers Will Spend $159.3 Billion on Games in 2020; The Market Will Surpass $200 Billion by 2023. Dipetik dari https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/ pada 8 Jun 2020.

Williams, M., Curtis, M. J. & Mullane, K. (2017). Research in the biomedical sciences: Transparent and reproducible. Indian Journal of Medical Research. (1st ed.). Academic Press, London.

Wong, W. S. & Kamisah Osman. (2018). Pembelajaran Berasaskan Permainan dalam Pendidikan STEM dan Penguasaaan Kemahiran Abad ke-21. Politeknik & Kolej Komuniti Journal of Social Sciences and Humanities, 3(1), 121 – 135.

Yang, Y. T. C. (2015). Virtual CEOs: A blended approach to digital gaming for enhancing higher-order hinking and academic achievement among vocational high school students Computers & Education, 81, 281 – 295

Yeh, Y., Hung, H. & Hsu, Y. (2017). Digital Game-Based Learning for Improving Students'AcademicAchievement, Learning Motivation, and Willingness to Communicate in an English Course. Dibentangkan di 6th International Congress on Advanced Applied Informatics. Pada 9 – 13 Julai 2017. Hamamatsu, Jepun. 

Zakiah Salleh, Norhapidah Mohd Saad, Mohamad Nizam Arshad, Hazaka Yunus & Effandi Zakaria. (2013). Analisis jenis kesilapan dalam operasi penambahan dan penolakan pecahan. Jurnal Pendidikan Matematik, 1(1), 1 - 10
Published
2020-09-01
How to Cite
Tangkui, R. and Keong, T. (2020) “Kesan Pembelajaran Berasaskan Permainan Digital Minecraft Terhadap Pencapaian Murid Tahun Lima dalam Pecahan”, Malaysian Journal of Social Sciences and Humanities (MJSSH), 5(9), pp. 98 - 113. doi: https://doi.org/10.47405/mjssh.v5i9.476.
Section
Articles