Evaluation on effectiveness of learning linear algebra using gamification

This study evaluate effectiveness of learning Linear Algebra using gamification strategy. In this study, gamification with storytelling strategy is used as teaching tools to attract student to learn Linear Algebra. This study using Polytechnic Malaysia syllabus with focus group of Diploma students...

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Main Authors: Rini Hafzah Abdul Rahim, Aslina Baharum, Mohd. Hanafi Bin Ahmad Hijazi
Format: Article
Language:English
Published: 2020
Online Access:https://eprints.ums.edu.my/id/eprint/25008/7/Evaluation%20on%20effectiveness%20of%20learning%20linear%20algebra%20using%20gamification.pdf
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author Rini Hafzah Abdul Rahim
Aslina Baharum
Mohd. Hanafi Bin Ahmad Hijazi
author_facet Rini Hafzah Abdul Rahim
Aslina Baharum
Mohd. Hanafi Bin Ahmad Hijazi
author_sort Rini Hafzah Abdul Rahim
collection UMS
description This study evaluate effectiveness of learning Linear Algebra using gamification strategy. In this study, gamification with storytelling strategy is used as teaching tools to attract student to learn Linear Algebra. This study using Polytechnic Malaysia syllabus with focus group of Diploma students for semester three (Mechanical Engineering) and semester four (Electrical Engineering) for two topics; Matrix and Numerical Method. They are five methods of calculation simultaneous linear equations which is „Inverse‟, „Cramer's Rule‟, „Gauss Elimination‟, „Lower Upper Doolittle‟ and „Lower Upper Crout‟. They are three main phases to develop this gamification; Pedagogy Phase, Design Phase and Evaluation Phase. Mixed methods approach combining quantitative (survey) and qualitative (Electroencephalogram) is used to evaluate students learning process using Linear Algebra gamification application. The findings of the five items surveyed showed that the acceptance of the prototype of the Linear Algebra Gamification Application was very encouraging from a total of 104 students. This is because all 38 questions for the five items earn a median of four and this indicates the majority of students choose “Agree” and “Strongly Agree”. The findings also show the percent “Agree” and “Strongly Agree” for all questions having a high percentage of between 61.5 and 94.2. This shows more than half satisfied and likes to use the Linear Algebra Gamification Application prototype. With the development of the Linear Algebra Gamification Application prototype, it is hoped that the use of learning based can be extended to a variety of subjects as well as topics to make the learning process more interesting and fun as well as helping to motivate students to learn.
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spelling ums.eprints-250082020-04-17T16:50:41Z https://eprints.ums.edu.my/id/eprint/25008/ Evaluation on effectiveness of learning linear algebra using gamification Rini Hafzah Abdul Rahim Aslina Baharum Mohd. Hanafi Bin Ahmad Hijazi This study evaluate effectiveness of learning Linear Algebra using gamification strategy. In this study, gamification with storytelling strategy is used as teaching tools to attract student to learn Linear Algebra. This study using Polytechnic Malaysia syllabus with focus group of Diploma students for semester three (Mechanical Engineering) and semester four (Electrical Engineering) for two topics; Matrix and Numerical Method. They are five methods of calculation simultaneous linear equations which is „Inverse‟, „Cramer's Rule‟, „Gauss Elimination‟, „Lower Upper Doolittle‟ and „Lower Upper Crout‟. They are three main phases to develop this gamification; Pedagogy Phase, Design Phase and Evaluation Phase. Mixed methods approach combining quantitative (survey) and qualitative (Electroencephalogram) is used to evaluate students learning process using Linear Algebra gamification application. The findings of the five items surveyed showed that the acceptance of the prototype of the Linear Algebra Gamification Application was very encouraging from a total of 104 students. This is because all 38 questions for the five items earn a median of four and this indicates the majority of students choose “Agree” and “Strongly Agree”. The findings also show the percent “Agree” and “Strongly Agree” for all questions having a high percentage of between 61.5 and 94.2. This shows more than half satisfied and likes to use the Linear Algebra Gamification Application prototype. With the development of the Linear Algebra Gamification Application prototype, it is hoped that the use of learning based can be extended to a variety of subjects as well as topics to make the learning process more interesting and fun as well as helping to motivate students to learn. 2020-02 Article PeerReviewed text en https://eprints.ums.edu.my/id/eprint/25008/7/Evaluation%20on%20effectiveness%20of%20learning%20linear%20algebra%20using%20gamification.pdf Rini Hafzah Abdul Rahim and Aslina Baharum and Mohd. Hanafi Bin Ahmad Hijazi (2020) Evaluation on effectiveness of learning linear algebra using gamification. Indonesian Journal of Electrical Engineering and Computer Science, 17 (2). pp. 997-1004. ISSN 2502-4752 https://doi.org/10.11591/ijeecs.v17.i2.pp997-1004
spellingShingle Rini Hafzah Abdul Rahim
Aslina Baharum
Mohd. Hanafi Bin Ahmad Hijazi
Evaluation on effectiveness of learning linear algebra using gamification
title Evaluation on effectiveness of learning linear algebra using gamification
title_full Evaluation on effectiveness of learning linear algebra using gamification
title_fullStr Evaluation on effectiveness of learning linear algebra using gamification
title_full_unstemmed Evaluation on effectiveness of learning linear algebra using gamification
title_short Evaluation on effectiveness of learning linear algebra using gamification
title_sort evaluation on effectiveness of learning linear algebra using gamification
url https://eprints.ums.edu.my/id/eprint/25008/7/Evaluation%20on%20effectiveness%20of%20learning%20linear%20algebra%20using%20gamification.pdf
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