Video Games in Children’s Learning of Mathematics

Abdullah, Muhammad Ridhuan Tony Lim and Abu Bakar, Zulqarnain and Ali, Razol M M and Faye , I. and Hasan, Mohd Hilmi and Amar, Am Zairi and Raja Yaacob, Raja Ahmad Iskandar (2011) Video Games in Children’s Learning of Mathematics. [Citation Index Journal]

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This paper describes a research project in its early stage of implementation: Year 3 primary school students in Malaysia use computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject which focus on the impact to their key learning outcomes. The purpose of this study is to investigate whether computer-based video games facilitate children’s cognitive learning of Mathematics specifically in the retention of multiplication facts and application of the facts in multiplication. The motivation of the study is the mixed and contrastive opinion and attitudes among the academics, educators, education stakeholders, parents, and society as a whole towards using computer games in learning as revealed in the literature. Whether the communities accepts or reject the use of video games in formal education, the high appeal of computer games on children is undeniable and significant. The additional fact that a child could spend hours focusing their attention to video games in contrast to their short attention span in formal classroom learning, commands further and in depth study in the impact and potential of video games in children’s learning. Hence this study attempts to investigate whether video games would actually contribute to positive effect on children’s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The paper describes the background of the study which rationalizes the investigation, the research methodology, expected outcomes of the study, and how the findings of the study could contribute to the impact of video games in formal learning. The researchers hope to continue such research in order to find the most effective teaching method that will appeal to most students and to incorporate characteristics such as goals and both artificial and human interaction in order to create learning that is both educational and fun.

Item Type:Citation Index Journal
Uncontrolled Keywords:Computer-based video games, digital media, cognitive learning, multiplication, memorization
Subjects:L Education > LB Theory and practice of education > LB1501 Primary Education
L Education > L Education (General)
Departments / MOR / COE:Departments > Management & Humanities
ID Code:5467
Deposited By: Dr Muhammad Ridhuan Tony Lim Abdullah
Deposited On:21 Apr 2011 02:38
Last Modified:19 Jan 2017 08:22

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