Game-Based Learning Kit Method in Isometric Transformations: Usability and Effects on Students’ Achievement and Motivation

S. Munirah, Z. Zamzamir, Nor’ain Mohd, S. Shafie, N. Ahmat, N. Hasan
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Abstract

This study focused on the development of teaching aids for the topic of Isometric Transformations for Form 2 students in Malaysia. The first objective was to determine the usability of teaching aids in the isometric transformations kit integrates game-based learning (GBL) Method (KitTI Method) and the second objective was to examine the effectiveness of using the KitTI Method on students’ achievement and motivation. This study was directed by the Design and Development Research (DDR) model with survey and quasi-experimental designs. The sample selection was conducted by cluster sampling involving Form 2 students from schools in the district of Muallim and Batang Padang in the state of Perak. The instruments used were KitTI Method Teaching Aids Usability Questionnaire (KMTAUQ), Isometric Transformations Topic Achievement Test (ITTAT), and KitTI Method Motivation Questionnaire (KMMQ). The findings showed that the mean score of KitTI Method‘s usability was high, the treatment group obtained significantly higher improvement in achievement compared to the control group while the mean scores of pre-test achievement as a covariate and students’ motivation in learning Isometric Transformations were high. Therefore, the KitTI Method is suitable to be implemented as a guide for mathematics teachers in designing dynamic teaching and learning and is able to improve students’ achievement and motivation.
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等距变换中基于游戏的学习工具包方法:可用性及其对学生成就和动机的影响
本研究的重点是为马来西亚中二学生的等距变换主题开发教具。第一个目标是确定等距变换工具包集成游戏学习(GBL)方法(KitTI方法)中教具的可用性,第二个目标是检验使用KitTI方法对学生成绩和动机的有效性。本研究以设计与开发研究(DDR)模型为指导,采用调查和准实验设计。样本选择是通过整群抽样进行的,涉及来自霹雳州穆阿利姆区和巴塘巴东区学校的中二学生。使用的工具有KitTI方法教学辅助工具可用性问卷(KMTAUQ)、等距转换主题成就测试(ITTAT)和KitTI方法动机问卷(KMMQ)。研究结果表明,KitTI方法的可用性平均得分较高,与对照组相比,治疗组在成绩方面获得了显著更高的改善,而作为协变量的测试前成绩平均得分和学生学习等距变换的动机较高。因此,KitTI方法适合作为数学教师设计动态教学的指导,能够提高学生的成绩和动机。
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