Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 31191
The Impact of Video Games in Children-s Learning of Mathematics

Authors: Muhammad Ridhuan Tony Lim Abdullah, Zulqarnain Abu Bakar, Razol Mahari Ali, Ibrahima Faye, Hilmi Hasan

Abstract:

This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could 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 study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.

Keywords: cognitive learning, Technology for education, Gaming for education, Computer-based video games

Digital Object Identifier (DOI): doi.org/10.5281/zenodo.1056970

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 3837

References:


[1] Kaveri Subrahmanyam, K. & Greenfield, P.M. (1994). Effect of video game practice on spatial skills in girls and boys. Journal of Applied Developmental Psychology, 15(1), pp. 13-32.
[2] Anderson and Bushman (2001). Effects of violent games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science 12 (2001), pp. 353-359.
[3] Begg, M., Dewhurst, D., & Macleod, H. (2005). Game-informed learning: Applying computer game processes to higher education. (Online).Available:http://innovateonline.info/index.php?view=article&id =176.
[4] Blunt, R. (2006). A Causal-Comparative Exploration Of The Relationship Between Game-Based Learning and Academic Achievement: Teaching Management With Video Games. Unpublished thesis. (Online). Available at http://www.rickblunt.com/phd/blunt_richard_dissertation_final.pdf
[5] Bowman, R.F. 1982. A Pac-Man theory of motivation.Tactical implications for classroom instruction. Educational Technology 22(9), 14-17.
[6] Bracey, G.W. 1992. The bright future of integrated learning systems. Educational Technology, 32(9), 60-62.
[7] Devlin, K. (2011). Mathematics Education for a New Era: Video Games as a Medium for Learning. UK: AK Peters.
[8] Driskell, J.E. & Dwyer, D.J. 1984. Microcomputer videogame based training. Educational Technology, 24(2), 11-15.
[9] Harel, I., & Papert, S. (Eds.). (1991). Constructionism. Norwood, NJ: Ablex.
[10] Jones, J.(2009). Video games help music and math education. Converge. (Online). Available: http://www.convergemag.com/edtech/Video- Games-Music-Math-Education.html.
[11] Kafai, Y. (1994). Minds in play. Hillsdale, NJ: Lawrence Erlbaum Associates.
[12] Kaveri Subrahmanyam, K. & Greenfield, P.M., (1994). Effect of video game practice on spatial skills in girls and boys. Journal of Applied Developmental Psychology,15(1), 13-32
[13] Klawe, M. (1998). When Does the Use of Computer Games and Other Interactive Multimedia Software Help Students Learn Mathematics?. NCTM Standards 2000 Technology Conference.
[14] Ministry of Education of Malaysia. (2003). English Language Curriculum Specification for Year 3. Kuala Lumpur: DBP
[15] Pillay, H. (2002). An investigation of cognitive processes engaged in by recreational computer game players: Implications for skills for the future. Journal of Research on Technology in Education, 34 (3), 336- 350.
[16] Provenzo, E.F. 1991. Video kids: Making sense of Nintendo.Cambridge, MA: Harvard.
[17] Roslina, I., & Nazli, Y. (2009). Development and effectiveness of educational games for learning introductory programming. CTL Research Report, UTM, Malaysia, Skudai, Johor.
[18] Rosser et.al., (2007). The Impact of Video Games on Training Surgeons in the 21st Century. Arch Surg, 142(2), 181-186.
[19] Squire, K. (2003). Video games in education. Journal of Intelligent Simulations and Gaming (2) 1. (Online). Available:http://website.education.wisc.edu/kdsquire/tenure-files/39- squire-IJIS.pdf.
[20] Tzeng, S.-C. (1999). Optimizing challenges and skills in the design of an educational computer game and exploring adolescents- gaming beliefs, Unpublished PhD thesis, University of Georgia, USA.
[21] Vaupel, C. A. (2002). The effects of video game playing on academic task performance and brain wave activity, Unpublished PhD thesis, The University of Tennessee, USA.
[22] Wallen, N.E., & Fraenkel, J.R. (2001). Educational research: a guide to the process (2nd ed.). Mahwah, N.J.: Lawrence Erlbaum Associates.
[23] Wikia (2008). Video Game Industry. Video Game Sales Wiki. (Online).Available at: http://vgsales.wikia.com/wiki/Video_game_industry.