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
Depositing User: Dr Muhammad Ridhuan Tony Lim Abdullah
Date Deposited: 21 Apr 2011 02:38
Last Modified: 19 Jan 2017 08:22

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