SlideShare une entreprise Scribd logo
1  sur  14
THE STUDY ON LEARNING MATHEMATICS THROUGH ART BY USING EDUCATION
GAMES AMONG STUDENTS AT SECONDARY SCHOOL
BY
NUR NABIHAH BINTI MOHAMAD NIZAR
Contents
CHAPTER 1..........................................................................................................................................3
1.0 Introduction................................................................................................................................3
1.1 Background Of Study...............................................................................................................4
1.2 Statement of the research.......................................................................................................5
1.3 Research Objectives................................................................................................................7
1.4 Research Questions......................................................................................................................7
1.5 Hypothesis......................................................................................................................................7
1.6 Operational Definition ...................................................................................................................8
1.6.1 Learning...................................................................................................................................8
1.6.2 Mathematics............................................................................................................................8
1.6.3 Art .............................................................................................................................................9
1.6.4 Games......................................................................................................................................9
1.7 Limitation of the Study...........................................................................................................10
1.8 Significant of the Study..........................................................................................................11
CHAPTER 2........................................................................................................................................13
LITERATURE REVIEW.....................................................................................................................13
2.0 Literature Review ...................................................................................................................13
2.1 Learning Process ...............................................................................................................13
2.2 The important of Mathematics..........................................................................................13
2.3 The important of Art ...........................................................................................................13
2.4 Learning mathematics using art.......................................................................................13
2.5 Learning through games ...................................................................................................13
2.6 Framework...........................................................................................................................13
Bibliography ........................................................................................................................................14
CHAPTER 1
INTRODUCTION
1.0 Introduction
The advanced of digital technology now make major changes to the world, the birth
of a variety of digital technology are getting progressive. Human being is the inventor
of the technology and whether we ourselves were under the control and shaped by
technology? Undoubtedly, with the help of technology making life better and easier.
As Wu (2006) mentions at the same time, it has been transforming the ways people
live, think, learn, communicate, work and this transformation that brings problems to
be address.
Multimedia is one of the advanced technology nowadays. The combination of
graphic, text, sound, audio and video are called multimedia. Multimedia can be
divided into two which are linear and non-linear multimedia. The different between
these two is interactive. Linear multimedia can be define as a something that we
can't interact. For example, when we watching a movie at cinema. We just watch the
movie until the end without giving a chance to change the ending or any part that we
dislike. Its different with non-linear multimedia, while designing game using Adobe
Flash for example, we can interact with the games and the score and lives is
depends on how we control it. In short, it Is something that not fixed, something that
we can interact or change according to what we want.
By using multimedia, we can use visual in the process of learning to make students
more understand about certain topic. In U.S they believe the uses of art in education
is important to help student in learning process. Institute Education of Sciences (IES)
in U.S recommended the uses of visual widely in mathematics. We recommend that
interventionists use such abstract visual representations extensively and consistently
in mathematics (IES, 2009). In 21st century there are a lots of changes in technology
thereby the way of learning also should be improve to help students in learning
process.
Games is one of the digital technology and as reported in Entertainment Software
Association (2012), the most gamers player are teenagers around 12-14 years old.
There are games that designs for the educational purpose to help student in process
of learning. Usually educational games is the purpose to develop their skill in certain
subject and introduced the students to the technologies in effort to make them
prepare for the future. Games can be your best friends to get the meaningful content
in information without throw away the traditional method.
1.1 Background Of Study
This paper focuses on the technologies used in academic context and specially
focuses on learning mathematics through art by using video game. Presently,
traditional educational approaches have resulted in a mismatch between what is
taught to the students and what the industry needs (Neo M, T.K.Neo, 2001). As we
can see, technologies increase rapidly so that the learning process also should run
parallel with the increases of technology. Some educators see games as a useful
and perhaps even necessary learning environment suitable for learners of all ages
(Blunt, 2008).
Regarding the role in teaching learning process, Barbara & Chu (2008) stated,
“Games are effective tools for learning because they offer students a hypothetical
environment in which they can explore alternative decisions without the risk of failure”
(Javed Mustafam, Alam Khan, Atta Ullah, 2011). In his research, he find out the
difference in students' performance for those who are use video games in learning
and who are not. Based on the result, the students that use videos games as their
learning aids got good achievement compare for those are not use it and it proved
that video games can help students to get good academic achievement (Blunt,
2008)
Thus, this paper deal with a question on how the uses of art through educational
games can fit into the mathematics subjects among students at secondary school in
order to improve students' academic achievement.
1.2 Statement of the research
The purpose of education through art is to make students aware of their environment
and more understanding of themselves and others (Pattemore, 1974). Video games
are related with art which is in process on producing video games there will be the
uses of art or visual. Video games is one of the educational approach that can be
use as learning aids to improve students' achievement. Games can be used as a tool
in the classroom to engage students (Javed Mustafam, Alam Khan, Atta Ullah, 2011).
As according to Corti (2006) cited by (Javed Mustafam, Alam Khan, Atta Ullah, 2011)
games engage people psychologically and physiologically and the people engaged in
the games can have emotional experiences.
In this 21st century, we are a modern society with rapid technological and technology
comes with mathematics. Over the years, mathematics becoming one of the subject
that important and compulsory in school curriculum. In the development of highly
technological societies, competencies for setting up, analysing, and criticising
mathematical models are of crucial importance (Blomhøj, 2009). Based on result of
Sijil Pelajaran Malaysia (SPM) 2013, there are reduction of achievement in
Mathematics while all other subjects increased. In addition, Minister of Education
state in Berita Harian Online (20 March 2013), that it might due on method of
teacher's teaching and the understanding of students towards the subject itself.
Recently, researchers have shown an increased interest in playing games. The
Entertainment Software Association (SAE, 2012) carried out a gamer demographics
which are 47% of game players is female while the balance 53% are male which are
the gamers have been playing for an average of 14 years. In Malaysia, 14 years old
are among secondary school students.
In this report, SAE analysed that 70% of households have their own console to
playing a games, while 65% reported playing games on their pc. Besides, 38% are
reported using their smart phone to playing games while 26% using their own
wireless device such as ipad and tablets. 90% parents feels that, games its fun for
the entire family while 52% of parents say video games are a positive part of their
child's life and 66% agree that games can provide mental stimulation in education
(SAE, 2012)
The report show that games are familiar among the society especially towards
teenagers. It can help people to discover ideas with each other. By playing games we
can learn new skills and interact with other people in order to learn something news
(Forsyth, 2012). Educators already start using multimedia as a teaching aids but it is
more towards linear multimedia.
Since in Malaysia, there are reduction of achievement in Mathematics subject
among secondary school and games are proved as effectives learning aids, so that
games can be another purpose in learning process in improving students'
performance in mathematics subject. Thus, another study should be carried out to
determine the effectiveness on learning mathematics through art by using
educational games among students at secondary school.
1.3 Research Objectives
The research objectives of this study are :
1. To determine the factors of reduction performance in mathematics subjects
among secondary school students
2. To evaluate the effect of educational game as learning aids on students’
achievement in mathematics.
3. To investigate the difference of students' achievement in learning mathematics
through art by using educational game and conventional way.
1.4 Research Questions
The research questions of this study are :
1. What is the factors of reduction performance in mathematics subjects among
secondary school students ?
2. What is the effect of educational game as learning aids on students’
achievement in mathematics ?
3. What is the difference of students' achievement in learning mathematics
through art by using educational game and conventional way ?
1.5 Hypothesis
The hypothesis for this research is :
H1 : There is a significant difference of students' performance in learning mathematics
through art by using educational games compare with using conventional way.
H2 : Students can perform better in learning mathematics by through art by using
educational games
1.6 Operational Definition
1.6.1 Learning
Learning is a complex process due to the complexity of human nature (Javed
Mustafam, Alam Khan, Atta Ullah, 2011). Difference in the human nature causes
different learning requirements for learning. They cited from Ediger & Rao
(2000), in order to improve students’ performance having various learning styles,
there is often a need .to explore various learning opportunities which can address
the 152 complexity of learners in the classroom to capture pupils’ interest and
purpose and it should be for fast, average and slow learners . For the purpose of this
study, it is focusing towards the learning process that fill with joy and excitement
through games in mathematics subject.
1.6.2 Mathematics
According to (National Council of Teachers of Mathematics [NCTM], 1989) as cited
by Burton (1992) mathematics is a complex and compact symbol system, and unless
meanings are attached to those symbols. Burton (1992) stated that personal
experience, years of observation and reading the autobiographies of over 750 pre
service teachers have convinced me that the typical mathematics lesson in
elementary school is more often characterized by teacher presentations and
independent silent work than by group discussions.
Mathematics is largely taught as an abstract subject in the traditional 'chalk and
board' manner (Ghosh, 2012). Teaching and learning process of mathematics in
secondary school is important to prepare students for their future and fit careers'
requirements in Malaysia. In this paper, mathematics can be defined as a teaching
and learning by using art through games in order to improve students academic
achievement based on school's syllybus.
1.6.3 Art
Pearl Greenberg, in his book entitled Art and Ideas for Young People stated that Joe
Demarais said " Philosophers define art in many ways. Some describe it as an
insight into reality. Picasso says it is a lie and some say it is an escape. Others
compare it to an adult form of children's game (Greenberg, 1970).
The term of art embraces a vast array of diverse expression and activities all of which
share one central attribute which is creativity (Greenberg, 1970). Different people
will define as different meaning according to their own understanding. For the
purpose of this study, art refers to visual creativity are use as one of the way to learn
mathematics subject.
1.6.4 Games
Games are considered to be unavoidable factor for enhancing and accelerating the
teaching learning process (Javed Mustafam, Alam Khan, Atta Ullah, 2011). They also
cited that games can help to create and provide and environment for the users in
which they learn the process of explaination, description, construction, assessment
and the evaluation of advanced problem solving skills (Corti, 2005).
(Javed Mustafam, Alam Khan, Atta Ullah, 2011) cited from Corti (2006), games
engage people psychologically and physiologically and the people engaged in the
games can have emotional experiences. From the above discussion, it can be
concluded that games can be used as a learning aid tool in the classroom to
engage students. For the purpose of study, games in this paper are used as a
learning aid to improve students' academic achievement among secondary school.
1.7 Limitation of the Study
The first limitation is the respondents of this study. The respondents is only limited to
secondary schools students only. Males and females from other contexts such as
who are not playing games may be affected differently when they are using games
as a learning aid. As example, students who are a game players maybe easily can
adapt the learning process compare with those are not playing a games. Students
who are not playing a games might take time to adapt the process.
The second limitation of this study is the sample size. The sample size is only limited
to 150 respondents consists of student from Government's secondary school only.
The sample size is too small in order to make a general conclusion based the
effectiveness on learning mathematics through art by using education games among
students at secondary school in students' academic performance. The sample size
should be in large amount in order to make a general conclusion based on how art
through educational games can help students to improve academics' performance
towards mathematics subject.
The third limitation is the place that this study will be conducted. The samples were
only takes from Government's secondary school in few schools at Perak and
Selangor only that will choose randomly. Because of this study is only conducted for
students from Government's secondary school in few schools at Perak, Johor and
Selangor only, thus the sample cannot be the representative of the rest of the
population. Students in other school such as others Government's secondary school
and Private's secondary school because it might show different results from the
samples that chosen. Furthermore, the study only focuses in Malaysian context only
because this study is only conducted for secondary school students in Malaysia. The
result will be conclude based on the sample and it might be not same for others
country but it can be used worldwide if there is any further or related study regarding
the effectiveness on learning mathematics through art by using education games
among students at secondary school in students' academic performance.
1.8 Significant of the Study
Firstly, the study on learning mathematics through art by using education games is to
identify whether the uses of art through educational games can helps in improving
secondary school students' academic performance in mathematics subject. The
significance of the study is to determine either the use of educational games in
mathematics can help or not in improving students' academic achievement. If the use
of educational games in mathematics can helps in improving secondary school
students' academic leaning process is proven, thus students can apply these
educational games as their learning aid and will benefit to all students. Thus, it is very
crucial to identify whether educational games can helps in improving secondary
school students' academic performance in mathematics subject.
Besides that, this study tends to determine how educational games can help
secondary school students' to improve their academic performance. For example,
with the learning aid of educational games, the students manage to improve their
thinking skill, creativity skills and help to understand the lesson easily compare using
conventional ways. Therefore, it is necessary for the students to know how
educational games can helps in improving secondary school students' academic
performance in mathematics subject
In addition, the study on learning mathematics through art by using education games
in mathematics subjects will help students to know the exact effects of using
educational games and the benefits. The study to determine whether the uses of
educational games in learning process can help or not students to gain better results
in their examination. For example, it is necessarily to students to know whether the
educational games in learning can help them to get high score in examination. If the
theory is proven, students have new alternatives of learning aid since they can score
high marks in their examination with the aid of educational games instead of using
the conventional ways. From the result the researcher can make a comparison when
students used educational games as learning aid and when are not used based on a
test will given.
Thus, the students would have the opportunity to use educational games as learning
aid in mathematics subjects to enhance their academic performance through the
innovative learning process.
CHAPTER 2
LITERATURE REVIEW
2.0 Literature Review
2.1 Learning Process
2.2 The important of Mathematics
2.3 The important of Art
2.4 Learning mathematics using art
2.5 Learning through games
2.6 Framework
Bibliography
Blomhøj, M. (2009). The educational perspective on mathematical modelling. Mathematical
applications and , 5-6.
Blunt, R. (2008). Does Game-Based Learning Work? Does Game-Based Learning Work? Results from
Three Recent Studies , 1-11.
Burton, G. M. (1992). Using Language Arts to Promote Mathematics. Using Language Arts to
Promote Mathematics , 26-31.
Forsyth, E. (2012). LEARNING THROUGH PLAY. GAMES AND CROWDSOURCING FOR , 167-173.
Ghosh, J. B. (2012). The Senior Secondary Mathematcs Curriculum in India. Learning Mathematics In
Secondary School : The Case Of Mathematical Modelling Enabled By Technology , 1-20.
Greenberg, P. (1970). Invitation to Art. In P. Greenberg, Art and Ideas for Young People (p. 9).
Canada: Van Nostrand Reinhold .
Harian, B. (2014). SPM 2013: Kajian khusus bagi cari punca penurunan Matematik - TPM. Malaysia:
Berita Harian .
IES. (2009). Intervention materials should include opportunities for students to work with visual
representations of mathematical ideas . Assisting Students Struggling with Mathematics , 30-36.
Javed Mustafam, Alam Khan, Atta Ullah. (2011). Investigating Students’ Achievement in
Mathematics through Non Technological Game Based. Investigating Students’ Achievement in
Mathematics through Non Technological Game Based , 151-164.
Neo M, T.K.Neo. (2001). Innovative teaching: Using multimedia in a problem-based learning
environment. Innovative teaching: Using multimedia in a problem-based learning environment , 5.
Pahlaila. (2014). How to write references. Journal of Visual Art , 55-56.
Pattemore, A. W. (1974). Groundwork. In A. W. Pattemore, Art and Environment (p. 13). Canada: Van
Nostrand Reinhold Limited.
SAE. (2012). 2012 Sales, Demographic and Usage Data. Essential Facts About The Computer And
Video Game Industry , cvrii - 3.
Wu, C. (2006). Introduction. HOW COM PUTER TECHNOLOGY INFLUENCES ART AND DESIGN
PROGRAM S IN , 1.

Contenu connexe

Tendances

DETAILED LESSON PLAN (MATH 6)
DETAILED LESSON PLAN (MATH 6)DETAILED LESSON PLAN (MATH 6)
DETAILED LESSON PLAN (MATH 6)Ryan Parpa
 
K to 12 Mathematics Curriculum Guide for Grades 1 to 10
K to 12 Mathematics Curriculum Guide for Grades 1 to 10K to 12 Mathematics Curriculum Guide for Grades 1 to 10
K to 12 Mathematics Curriculum Guide for Grades 1 to 10Dr. Joy Kenneth Sala Biasong
 
Semi-detailed Lesson Plan in Probabilty
Semi-detailed Lesson Plan in ProbabiltySemi-detailed Lesson Plan in Probabilty
Semi-detailed Lesson Plan in ProbabiltyLorie Jane Letada
 
Accomplishment report math
Accomplishment report mathAccomplishment report math
Accomplishment report mathReon Zedval
 
Math 9 Curriculum Guide rev.2016
Math 9 Curriculum Guide rev.2016Math 9 Curriculum Guide rev.2016
Math 9 Curriculum Guide rev.2016Chuckry Maunes
 
Ict integration in education
Ict integration in educationIct integration in education
Ict integration in educationBoutkhil Guemide
 
Final lesson plan in Math (4A's Approach)
Final lesson plan in Math (4A's Approach)Final lesson plan in Math (4A's Approach)
Final lesson plan in Math (4A's Approach)Joseph Freo
 
4 pics 1 word math version
4 pics 1 word   math version4 pics 1 word   math version
4 pics 1 word math versionGem Lamsen
 
lesson plan on Addition & subtraction of integers
lesson plan on Addition & subtraction of integerslesson plan on Addition & subtraction of integers
lesson plan on Addition & subtraction of integersCheryl Asia
 
Strategic Intervention Material (SIM) Mathematics-TWO-COLUMN PROOF
Strategic Intervention Material (SIM) Mathematics-TWO-COLUMN PROOFStrategic Intervention Material (SIM) Mathematics-TWO-COLUMN PROOF
Strategic Intervention Material (SIM) Mathematics-TWO-COLUMN PROOFSophia Marie Verdeflor
 
Innovation Project Proposal in DepEd - Super Draft
Innovation Project Proposal in DepEd - Super DraftInnovation Project Proposal in DepEd - Super Draft
Innovation Project Proposal in DepEd - Super DraftGlenn Rivera
 
Techniques and Strategies in Teaching Math
Techniques and Strategies in Teaching MathTechniques and Strategies in Teaching Math
Techniques and Strategies in Teaching MathAlyssa Marie Bautista
 
Detailed Lesson Plan on Measures of Variability of Grouped and Ungrouped Data
Detailed Lesson Plan on Measures of Variability of Grouped and Ungrouped DataDetailed Lesson Plan on Measures of Variability of Grouped and Ungrouped Data
Detailed Lesson Plan on Measures of Variability of Grouped and Ungrouped DataJunila Tejada
 
Strategic intervention material
Strategic intervention materialStrategic intervention material
Strategic intervention materialRodtips
 
Practice Teaching Portfolio 2019
Practice Teaching Portfolio 2019Practice Teaching Portfolio 2019
Practice Teaching Portfolio 2019Timmy Bravo
 
Math 7 | Lesson 2 Set Operations and the Venn Diagram
Math 7 |  Lesson 2 Set Operations and the Venn DiagramMath 7 |  Lesson 2 Set Operations and the Venn Diagram
Math 7 | Lesson 2 Set Operations and the Venn DiagramAriel Gilbuena
 

Tendances (20)

DETAILED LESSON PLAN (MATH 6)
DETAILED LESSON PLAN (MATH 6)DETAILED LESSON PLAN (MATH 6)
DETAILED LESSON PLAN (MATH 6)
 
K to 12 Mathematics Curriculum Guide for Grades 1 to 10
K to 12 Mathematics Curriculum Guide for Grades 1 to 10K to 12 Mathematics Curriculum Guide for Grades 1 to 10
K to 12 Mathematics Curriculum Guide for Grades 1 to 10
 
K to 12 math curriculum
K to 12 math curriculumK to 12 math curriculum
K to 12 math curriculum
 
Semi-detailed Lesson Plan in Probabilty
Semi-detailed Lesson Plan in ProbabiltySemi-detailed Lesson Plan in Probabilty
Semi-detailed Lesson Plan in Probabilty
 
Accomplishment report math
Accomplishment report mathAccomplishment report math
Accomplishment report math
 
Math 9 Curriculum Guide rev.2016
Math 9 Curriculum Guide rev.2016Math 9 Curriculum Guide rev.2016
Math 9 Curriculum Guide rev.2016
 
Ict integration in education
Ict integration in educationIct integration in education
Ict integration in education
 
Final lesson plan in Math (4A's Approach)
Final lesson plan in Math (4A's Approach)Final lesson plan in Math (4A's Approach)
Final lesson plan in Math (4A's Approach)
 
4 pics 1 word math version
4 pics 1 word   math version4 pics 1 word   math version
4 pics 1 word math version
 
lesson plan on Addition & subtraction of integers
lesson plan on Addition & subtraction of integerslesson plan on Addition & subtraction of integers
lesson plan on Addition & subtraction of integers
 
Strategic Intervention Material (SIM) Mathematics-TWO-COLUMN PROOF
Strategic Intervention Material (SIM) Mathematics-TWO-COLUMN PROOFStrategic Intervention Material (SIM) Mathematics-TWO-COLUMN PROOF
Strategic Intervention Material (SIM) Mathematics-TWO-COLUMN PROOF
 
Action research
Action researchAction research
Action research
 
Innovation Project Proposal in DepEd - Super Draft
Innovation Project Proposal in DepEd - Super DraftInnovation Project Proposal in DepEd - Super Draft
Innovation Project Proposal in DepEd - Super Draft
 
Techniques and Strategies in Teaching Math
Techniques and Strategies in Teaching MathTechniques and Strategies in Teaching Math
Techniques and Strategies in Teaching Math
 
MEASURES OF POSITION
MEASURES OF POSITIONMEASURES OF POSITION
MEASURES OF POSITION
 
Detailed Lesson Plan on Measures of Variability of Grouped and Ungrouped Data
Detailed Lesson Plan on Measures of Variability of Grouped and Ungrouped DataDetailed Lesson Plan on Measures of Variability of Grouped and Ungrouped Data
Detailed Lesson Plan on Measures of Variability of Grouped and Ungrouped Data
 
Strategic intervention material
Strategic intervention materialStrategic intervention material
Strategic intervention material
 
Practice Teaching Portfolio 2019
Practice Teaching Portfolio 2019Practice Teaching Portfolio 2019
Practice Teaching Portfolio 2019
 
A detailed lesson plan in permutation
A detailed lesson plan in permutationA detailed lesson plan in permutation
A detailed lesson plan in permutation
 
Math 7 | Lesson 2 Set Operations and the Venn Diagram
Math 7 |  Lesson 2 Set Operations and the Venn DiagramMath 7 |  Lesson 2 Set Operations and the Venn Diagram
Math 7 | Lesson 2 Set Operations and the Venn Diagram
 

Similaire à Example of Proposal : THE STUDY ON LEARNING MATHEMATICS THROUGH ART BY USING EDUCATION GAMES AMONG STUDENTS AT SECONDARY SCHOOL

Sample Research Proposal for PhD in Mathematics
Sample Research Proposal for PhD in MathematicsSample Research Proposal for PhD in Mathematics
Sample Research Proposal for PhD in MathematicsPhD Research Proposal
 
Using Digital Gaming within the classroom
Using Digital Gaming within the classroomUsing Digital Gaming within the classroom
Using Digital Gaming within the classroomLaurenStone44
 
Educational Gaming Mobile App in Assisting Kids in Learning Math and English
Educational Gaming Mobile App in Assisting Kids in Learning Math and EnglishEducational Gaming Mobile App in Assisting Kids in Learning Math and English
Educational Gaming Mobile App in Assisting Kids in Learning Math and EnglishAssociate Professor in VSB Coimbatore
 
Using Games in the Classroom
Using Games in the ClassroomUsing Games in the Classroom
Using Games in the ClassroomMae Guerra
 
Emerging technology gaming in education
Emerging technology   gaming in educationEmerging technology   gaming in education
Emerging technology gaming in educationdenisebaker0622
 
97-2003 Presentation
97-2003 Presentation97-2003 Presentation
97-2003 Presentationguest446780
 
Exploring application attitudes and integration of video games
Exploring application attitudes and integration of video gamesExploring application attitudes and integration of video games
Exploring application attitudes and integration of video gamesJosé Manuel Sáez López
 
HistoriAR: Experience Indonesian history through interactive game and augment...
HistoriAR: Experience Indonesian history through interactive game and augment...HistoriAR: Experience Indonesian history through interactive game and augment...
HistoriAR: Experience Indonesian history through interactive game and augment...journalBEEI
 
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...Development Game Edutainment Combined with Multimedia Learning to Improve Cog...
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...EvaniaYafie
 
Educational Gaming W200 Iupui Spring 09
Educational Gaming W200 Iupui Spring 09Educational Gaming W200 Iupui Spring 09
Educational Gaming W200 Iupui Spring 09guestef9387
 
Gracie CervantesProfessor WillardComposition IIApril 13, 201.docx
Gracie CervantesProfessor WillardComposition IIApril 13, 201.docxGracie CervantesProfessor WillardComposition IIApril 13, 201.docx
Gracie CervantesProfessor WillardComposition IIApril 13, 201.docxbenjaminjames21681
 
Games and learning2
Games and learning2Games and learning2
Games and learning2bejad2020
 
Technology Assign 2 Edp128
Technology Assign 2 Edp128Technology Assign 2 Edp128
Technology Assign 2 Edp128DEE KELLY
 
Technology Assign 2 Edp128
Technology Assign 2 Edp128Technology Assign 2 Edp128
Technology Assign 2 Edp128DEE KELLY
 

Similaire à Example of Proposal : THE STUDY ON LEARNING MATHEMATICS THROUGH ART BY USING EDUCATION GAMES AMONG STUDENTS AT SECONDARY SCHOOL (20)

Final proposal
Final proposalFinal proposal
Final proposal
 
Proposal
ProposalProposal
Proposal
 
Progress Proposal
Progress ProposalProgress Proposal
Progress Proposal
 
Sample Research Proposal for PhD in Mathematics
Sample Research Proposal for PhD in MathematicsSample Research Proposal for PhD in Mathematics
Sample Research Proposal for PhD in Mathematics
 
Using Digital Gaming within the classroom
Using Digital Gaming within the classroomUsing Digital Gaming within the classroom
Using Digital Gaming within the classroom
 
Educational Gaming Mobile App in Assisting Kids in Learning Math and English
Educational Gaming Mobile App in Assisting Kids in Learning Math and EnglishEducational Gaming Mobile App in Assisting Kids in Learning Math and English
Educational Gaming Mobile App in Assisting Kids in Learning Math and English
 
Using Games in the Classroom
Using Games in the ClassroomUsing Games in the Classroom
Using Games in the Classroom
 
Emerging technology gaming in education
Emerging technology   gaming in educationEmerging technology   gaming in education
Emerging technology gaming in education
 
97-2003 Presentation
97-2003 Presentation97-2003 Presentation
97-2003 Presentation
 
Exploring application attitudes and integration of video games
Exploring application attitudes and integration of video gamesExploring application attitudes and integration of video games
Exploring application attitudes and integration of video games
 
Invest achievement math in art
Invest achievement math in art Invest achievement math in art
Invest achievement math in art
 
Andrew Powerpoint
Andrew PowerpointAndrew Powerpoint
Andrew Powerpoint
 
HistoriAR: Experience Indonesian history through interactive game and augment...
HistoriAR: Experience Indonesian history through interactive game and augment...HistoriAR: Experience Indonesian history through interactive game and augment...
HistoriAR: Experience Indonesian history through interactive game and augment...
 
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...Development Game Edutainment Combined with Multimedia Learning to Improve Cog...
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...
 
Artikel it
Artikel itArtikel it
Artikel it
 
Educational Gaming W200 Iupui Spring 09
Educational Gaming W200 Iupui Spring 09Educational Gaming W200 Iupui Spring 09
Educational Gaming W200 Iupui Spring 09
 
Gracie CervantesProfessor WillardComposition IIApril 13, 201.docx
Gracie CervantesProfessor WillardComposition IIApril 13, 201.docxGracie CervantesProfessor WillardComposition IIApril 13, 201.docx
Gracie CervantesProfessor WillardComposition IIApril 13, 201.docx
 
Games and learning2
Games and learning2Games and learning2
Games and learning2
 
Technology Assign 2 Edp128
Technology Assign 2 Edp128Technology Assign 2 Edp128
Technology Assign 2 Edp128
 
Technology Assign 2 Edp128
Technology Assign 2 Edp128Technology Assign 2 Edp128
Technology Assign 2 Edp128
 

Plus de Nurnabihah Mohamad Nizar

Article review : Does Game-Based Learning Work? Results from Three Recent Stu...
Article review : Does Game-Based Learning Work? Results from Three Recent Stu...Article review : Does Game-Based Learning Work? Results from Three Recent Stu...
Article review : Does Game-Based Learning Work? Results from Three Recent Stu...Nurnabihah Mohamad Nizar
 
Survey Research, Correlation and Causal Comparative Research
Survey Research, Correlation and Causal Comparative ResearchSurvey Research, Correlation and Causal Comparative Research
Survey Research, Correlation and Causal Comparative ResearchNurnabihah Mohamad Nizar
 
Article Review : Does Game-Based Learning Work? Results from Three Recent Stu...
Article Review : Does Game-Based Learning Work? Results from Three Recent Stu...Article Review : Does Game-Based Learning Work? Results from Three Recent Stu...
Article Review : Does Game-Based Learning Work? Results from Three Recent Stu...Nurnabihah Mohamad Nizar
 
Does Game-Based Learning Work? Results from Three Recent Studies
Does Game-Based Learning Work? Results from Three Recent StudiesDoes Game-Based Learning Work? Results from Three Recent Studies
Does Game-Based Learning Work? Results from Three Recent StudiesNurnabihah Mohamad Nizar
 
Thesis games as artistic mediumof learning
Thesis games as artistic mediumof learningThesis games as artistic mediumof learning
Thesis games as artistic mediumof learningNurnabihah Mohamad Nizar
 
An educational computer games model for art historical
An educational computer games model for art historicalAn educational computer games model for art historical
An educational computer games model for art historicalNurnabihah Mohamad Nizar
 
Application of computer games in the field of education
Application of computer games in the field of educationApplication of computer games in the field of education
Application of computer games in the field of educationNurnabihah Mohamad Nizar
 
Art experiences and attitude toward art education
Art experiences and attitude toward art educationArt experiences and attitude toward art education
Art experiences and attitude toward art educationNurnabihah Mohamad Nizar
 
Performance of democracy ascendant sites of theory and practice in art education
Performance of democracy ascendant sites of theory and practice in art educationPerformance of democracy ascendant sites of theory and practice in art education
Performance of democracy ascendant sites of theory and practice in art educationNurnabihah Mohamad Nizar
 
Attitude of secondary school teachers towards
Attitude of secondary school teachers towardsAttitude of secondary school teachers towards
Attitude of secondary school teachers towardsNurnabihah Mohamad Nizar
 
Beliefs of preservice teachers toward art education
Beliefs of preservice teachers toward art educationBeliefs of preservice teachers toward art education
Beliefs of preservice teachers toward art educationNurnabihah Mohamad Nizar
 
Reconceptualizing the role of creativity in art education theory and practice
Reconceptualizing the role of creativity in art education theory and practiceReconceptualizing the role of creativity in art education theory and practice
Reconceptualizing the role of creativity in art education theory and practiceNurnabihah Mohamad Nizar
 
Relationship Between Secondary School Art Teacher's Personal Education Theori...
Relationship Between Secondary School Art Teacher's Personal Education Theori...Relationship Between Secondary School Art Teacher's Personal Education Theori...
Relationship Between Secondary School Art Teacher's Personal Education Theori...Nurnabihah Mohamad Nizar
 

Plus de Nurnabihah Mohamad Nizar (18)

Second third week ade 620
Second third week ade 620Second third week ade 620
Second third week ade 620
 
Questionnaire for proposal
Questionnaire for proposal Questionnaire for proposal
Questionnaire for proposal
 
Article Review
Article ReviewArticle Review
Article Review
 
Article review : Does Game-Based Learning Work? Results from Three Recent Stu...
Article review : Does Game-Based Learning Work? Results from Three Recent Stu...Article review : Does Game-Based Learning Work? Results from Three Recent Stu...
Article review : Does Game-Based Learning Work? Results from Three Recent Stu...
 
Survey Research, Correlation and Causal Comparative Research
Survey Research, Correlation and Causal Comparative ResearchSurvey Research, Correlation and Causal Comparative Research
Survey Research, Correlation and Causal Comparative Research
 
Article Review : Does Game-Based Learning Work? Results from Three Recent Stu...
Article Review : Does Game-Based Learning Work? Results from Three Recent Stu...Article Review : Does Game-Based Learning Work? Results from Three Recent Stu...
Article Review : Does Game-Based Learning Work? Results from Three Recent Stu...
 
Does Game-Based Learning Work? Results from Three Recent Studies
Does Game-Based Learning Work? Results from Three Recent StudiesDoes Game-Based Learning Work? Results from Three Recent Studies
Does Game-Based Learning Work? Results from Three Recent Studies
 
Thesis games as artistic mediumof learning
Thesis games as artistic mediumof learningThesis games as artistic mediumof learning
Thesis games as artistic mediumof learning
 
An educational computer games model for art historical
An educational computer games model for art historicalAn educational computer games model for art historical
An educational computer games model for art historical
 
Learning through play
Learning through playLearning through play
Learning through play
 
Application of computer games in the field of education
Application of computer games in the field of educationApplication of computer games in the field of education
Application of computer games in the field of education
 
Art experiences and attitude toward art education
Art experiences and attitude toward art educationArt experiences and attitude toward art education
Art experiences and attitude toward art education
 
Performance of democracy ascendant sites of theory and practice in art education
Performance of democracy ascendant sites of theory and practice in art educationPerformance of democracy ascendant sites of theory and practice in art education
Performance of democracy ascendant sites of theory and practice in art education
 
Art education for democratic life
Art education for democratic lifeArt education for democratic life
Art education for democratic life
 
Attitude of secondary school teachers towards
Attitude of secondary school teachers towardsAttitude of secondary school teachers towards
Attitude of secondary school teachers towards
 
Beliefs of preservice teachers toward art education
Beliefs of preservice teachers toward art educationBeliefs of preservice teachers toward art education
Beliefs of preservice teachers toward art education
 
Reconceptualizing the role of creativity in art education theory and practice
Reconceptualizing the role of creativity in art education theory and practiceReconceptualizing the role of creativity in art education theory and practice
Reconceptualizing the role of creativity in art education theory and practice
 
Relationship Between Secondary School Art Teacher's Personal Education Theori...
Relationship Between Secondary School Art Teacher's Personal Education Theori...Relationship Between Secondary School Art Teacher's Personal Education Theori...
Relationship Between Secondary School Art Teacher's Personal Education Theori...
 

Dernier

Concurrency Control in Database Management system
Concurrency Control in Database Management systemConcurrency Control in Database Management system
Concurrency Control in Database Management systemChristalin Nelson
 
4.16.24 21st Century Movements for Black Lives.pptx
4.16.24 21st Century Movements for Black Lives.pptx4.16.24 21st Century Movements for Black Lives.pptx
4.16.24 21st Century Movements for Black Lives.pptxmary850239
 
Dust Of Snow By Robert Frost Class-X English CBSE
Dust Of Snow By Robert Frost Class-X English CBSEDust Of Snow By Robert Frost Class-X English CBSE
Dust Of Snow By Robert Frost Class-X English CBSEaurabinda banchhor
 
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...Nguyen Thanh Tu Collection
 
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdf
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdfVirtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdf
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdfErwinPantujan2
 
Presentation Activity 2. Unit 3 transv.pptx
Presentation Activity 2. Unit 3 transv.pptxPresentation Activity 2. Unit 3 transv.pptx
Presentation Activity 2. Unit 3 transv.pptxRosabel UA
 
Active Learning Strategies (in short ALS).pdf
Active Learning Strategies (in short ALS).pdfActive Learning Strategies (in short ALS).pdf
Active Learning Strategies (in short ALS).pdfPatidar M
 
ROLES IN A STAGE PRODUCTION in arts.pptx
ROLES IN A STAGE PRODUCTION in arts.pptxROLES IN A STAGE PRODUCTION in arts.pptx
ROLES IN A STAGE PRODUCTION in arts.pptxVanesaIglesias10
 
Influencing policy (training slides from Fast Track Impact)
Influencing policy (training slides from Fast Track Impact)Influencing policy (training slides from Fast Track Impact)
Influencing policy (training slides from Fast Track Impact)Mark Reed
 
EMBODO Lesson Plan Grade 9 Law of Sines.docx
EMBODO Lesson Plan Grade 9 Law of Sines.docxEMBODO Lesson Plan Grade 9 Law of Sines.docx
EMBODO Lesson Plan Grade 9 Law of Sines.docxElton John Embodo
 
Q4-PPT-Music9_Lesson-1-Romantic-Opera.pptx
Q4-PPT-Music9_Lesson-1-Romantic-Opera.pptxQ4-PPT-Music9_Lesson-1-Romantic-Opera.pptx
Q4-PPT-Music9_Lesson-1-Romantic-Opera.pptxlancelewisportillo
 
ANG SEKTOR NG agrikultura.pptx QUARTER 4
ANG SEKTOR NG agrikultura.pptx QUARTER 4ANG SEKTOR NG agrikultura.pptx QUARTER 4
ANG SEKTOR NG agrikultura.pptx QUARTER 4MiaBumagat1
 
ICS2208 Lecture6 Notes for SL spaces.pdf
ICS2208 Lecture6 Notes for SL spaces.pdfICS2208 Lecture6 Notes for SL spaces.pdf
ICS2208 Lecture6 Notes for SL spaces.pdfVanessa Camilleri
 
MULTIDISCIPLINRY NATURE OF THE ENVIRONMENTAL STUDIES.pptx
MULTIDISCIPLINRY NATURE OF THE ENVIRONMENTAL STUDIES.pptxMULTIDISCIPLINRY NATURE OF THE ENVIRONMENTAL STUDIES.pptx
MULTIDISCIPLINRY NATURE OF THE ENVIRONMENTAL STUDIES.pptxAnupkumar Sharma
 
USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...
USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...
USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...Postal Advocate Inc.
 
4.16.24 Poverty and Precarity--Desmond.pptx
4.16.24 Poverty and Precarity--Desmond.pptx4.16.24 Poverty and Precarity--Desmond.pptx
4.16.24 Poverty and Precarity--Desmond.pptxmary850239
 
Choosing the Right CBSE School A Comprehensive Guide for Parents
Choosing the Right CBSE School A Comprehensive Guide for ParentsChoosing the Right CBSE School A Comprehensive Guide for Parents
Choosing the Right CBSE School A Comprehensive Guide for Parentsnavabharathschool99
 

Dernier (20)

Concurrency Control in Database Management system
Concurrency Control in Database Management systemConcurrency Control in Database Management system
Concurrency Control in Database Management system
 
4.16.24 21st Century Movements for Black Lives.pptx
4.16.24 21st Century Movements for Black Lives.pptx4.16.24 21st Century Movements for Black Lives.pptx
4.16.24 21st Century Movements for Black Lives.pptx
 
FINALS_OF_LEFT_ON_C'N_EL_DORADO_2024.pptx
FINALS_OF_LEFT_ON_C'N_EL_DORADO_2024.pptxFINALS_OF_LEFT_ON_C'N_EL_DORADO_2024.pptx
FINALS_OF_LEFT_ON_C'N_EL_DORADO_2024.pptx
 
Dust Of Snow By Robert Frost Class-X English CBSE
Dust Of Snow By Robert Frost Class-X English CBSEDust Of Snow By Robert Frost Class-X English CBSE
Dust Of Snow By Robert Frost Class-X English CBSE
 
LEFT_ON_C'N_ PRELIMS_EL_DORADO_2024.pptx
LEFT_ON_C'N_ PRELIMS_EL_DORADO_2024.pptxLEFT_ON_C'N_ PRELIMS_EL_DORADO_2024.pptx
LEFT_ON_C'N_ PRELIMS_EL_DORADO_2024.pptx
 
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
 
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdf
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdfVirtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdf
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdf
 
Presentation Activity 2. Unit 3 transv.pptx
Presentation Activity 2. Unit 3 transv.pptxPresentation Activity 2. Unit 3 transv.pptx
Presentation Activity 2. Unit 3 transv.pptx
 
Active Learning Strategies (in short ALS).pdf
Active Learning Strategies (in short ALS).pdfActive Learning Strategies (in short ALS).pdf
Active Learning Strategies (in short ALS).pdf
 
ROLES IN A STAGE PRODUCTION in arts.pptx
ROLES IN A STAGE PRODUCTION in arts.pptxROLES IN A STAGE PRODUCTION in arts.pptx
ROLES IN A STAGE PRODUCTION in arts.pptx
 
Influencing policy (training slides from Fast Track Impact)
Influencing policy (training slides from Fast Track Impact)Influencing policy (training slides from Fast Track Impact)
Influencing policy (training slides from Fast Track Impact)
 
EMBODO Lesson Plan Grade 9 Law of Sines.docx
EMBODO Lesson Plan Grade 9 Law of Sines.docxEMBODO Lesson Plan Grade 9 Law of Sines.docx
EMBODO Lesson Plan Grade 9 Law of Sines.docx
 
Q4-PPT-Music9_Lesson-1-Romantic-Opera.pptx
Q4-PPT-Music9_Lesson-1-Romantic-Opera.pptxQ4-PPT-Music9_Lesson-1-Romantic-Opera.pptx
Q4-PPT-Music9_Lesson-1-Romantic-Opera.pptx
 
YOUVE GOT EMAIL_FINALS_EL_DORADO_2024.pptx
YOUVE GOT EMAIL_FINALS_EL_DORADO_2024.pptxYOUVE GOT EMAIL_FINALS_EL_DORADO_2024.pptx
YOUVE GOT EMAIL_FINALS_EL_DORADO_2024.pptx
 
ANG SEKTOR NG agrikultura.pptx QUARTER 4
ANG SEKTOR NG agrikultura.pptx QUARTER 4ANG SEKTOR NG agrikultura.pptx QUARTER 4
ANG SEKTOR NG agrikultura.pptx QUARTER 4
 
ICS2208 Lecture6 Notes for SL spaces.pdf
ICS2208 Lecture6 Notes for SL spaces.pdfICS2208 Lecture6 Notes for SL spaces.pdf
ICS2208 Lecture6 Notes for SL spaces.pdf
 
MULTIDISCIPLINRY NATURE OF THE ENVIRONMENTAL STUDIES.pptx
MULTIDISCIPLINRY NATURE OF THE ENVIRONMENTAL STUDIES.pptxMULTIDISCIPLINRY NATURE OF THE ENVIRONMENTAL STUDIES.pptx
MULTIDISCIPLINRY NATURE OF THE ENVIRONMENTAL STUDIES.pptx
 
USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...
USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...
USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...
 
4.16.24 Poverty and Precarity--Desmond.pptx
4.16.24 Poverty and Precarity--Desmond.pptx4.16.24 Poverty and Precarity--Desmond.pptx
4.16.24 Poverty and Precarity--Desmond.pptx
 
Choosing the Right CBSE School A Comprehensive Guide for Parents
Choosing the Right CBSE School A Comprehensive Guide for ParentsChoosing the Right CBSE School A Comprehensive Guide for Parents
Choosing the Right CBSE School A Comprehensive Guide for Parents
 

Example of Proposal : THE STUDY ON LEARNING MATHEMATICS THROUGH ART BY USING EDUCATION GAMES AMONG STUDENTS AT SECONDARY SCHOOL

  • 1. THE STUDY ON LEARNING MATHEMATICS THROUGH ART BY USING EDUCATION GAMES AMONG STUDENTS AT SECONDARY SCHOOL BY NUR NABIHAH BINTI MOHAMAD NIZAR
  • 2. Contents CHAPTER 1..........................................................................................................................................3 1.0 Introduction................................................................................................................................3 1.1 Background Of Study...............................................................................................................4 1.2 Statement of the research.......................................................................................................5 1.3 Research Objectives................................................................................................................7 1.4 Research Questions......................................................................................................................7 1.5 Hypothesis......................................................................................................................................7 1.6 Operational Definition ...................................................................................................................8 1.6.1 Learning...................................................................................................................................8 1.6.2 Mathematics............................................................................................................................8 1.6.3 Art .............................................................................................................................................9 1.6.4 Games......................................................................................................................................9 1.7 Limitation of the Study...........................................................................................................10 1.8 Significant of the Study..........................................................................................................11 CHAPTER 2........................................................................................................................................13 LITERATURE REVIEW.....................................................................................................................13 2.0 Literature Review ...................................................................................................................13 2.1 Learning Process ...............................................................................................................13 2.2 The important of Mathematics..........................................................................................13 2.3 The important of Art ...........................................................................................................13 2.4 Learning mathematics using art.......................................................................................13 2.5 Learning through games ...................................................................................................13 2.6 Framework...........................................................................................................................13 Bibliography ........................................................................................................................................14
  • 3. CHAPTER 1 INTRODUCTION 1.0 Introduction The advanced of digital technology now make major changes to the world, the birth of a variety of digital technology are getting progressive. Human being is the inventor of the technology and whether we ourselves were under the control and shaped by technology? Undoubtedly, with the help of technology making life better and easier. As Wu (2006) mentions at the same time, it has been transforming the ways people live, think, learn, communicate, work and this transformation that brings problems to be address. Multimedia is one of the advanced technology nowadays. The combination of graphic, text, sound, audio and video are called multimedia. Multimedia can be divided into two which are linear and non-linear multimedia. The different between these two is interactive. Linear multimedia can be define as a something that we can't interact. For example, when we watching a movie at cinema. We just watch the movie until the end without giving a chance to change the ending or any part that we dislike. Its different with non-linear multimedia, while designing game using Adobe Flash for example, we can interact with the games and the score and lives is depends on how we control it. In short, it Is something that not fixed, something that we can interact or change according to what we want. By using multimedia, we can use visual in the process of learning to make students more understand about certain topic. In U.S they believe the uses of art in education is important to help student in learning process. Institute Education of Sciences (IES) in U.S recommended the uses of visual widely in mathematics. We recommend that interventionists use such abstract visual representations extensively and consistently
  • 4. in mathematics (IES, 2009). In 21st century there are a lots of changes in technology thereby the way of learning also should be improve to help students in learning process. Games is one of the digital technology and as reported in Entertainment Software Association (2012), the most gamers player are teenagers around 12-14 years old. There are games that designs for the educational purpose to help student in process of learning. Usually educational games is the purpose to develop their skill in certain subject and introduced the students to the technologies in effort to make them prepare for the future. Games can be your best friends to get the meaningful content in information without throw away the traditional method. 1.1 Background Of Study This paper focuses on the technologies used in academic context and specially focuses on learning mathematics through art by using video game. Presently, traditional educational approaches have resulted in a mismatch between what is taught to the students and what the industry needs (Neo M, T.K.Neo, 2001). As we can see, technologies increase rapidly so that the learning process also should run parallel with the increases of technology. Some educators see games as a useful and perhaps even necessary learning environment suitable for learners of all ages (Blunt, 2008). Regarding the role in teaching learning process, Barbara & Chu (2008) stated, “Games are effective tools for learning because they offer students a hypothetical environment in which they can explore alternative decisions without the risk of failure” (Javed Mustafam, Alam Khan, Atta Ullah, 2011). In his research, he find out the difference in students' performance for those who are use video games in learning and who are not. Based on the result, the students that use videos games as their
  • 5. learning aids got good achievement compare for those are not use it and it proved that video games can help students to get good academic achievement (Blunt, 2008) Thus, this paper deal with a question on how the uses of art through educational games can fit into the mathematics subjects among students at secondary school in order to improve students' academic achievement. 1.2 Statement of the research The purpose of education through art is to make students aware of their environment and more understanding of themselves and others (Pattemore, 1974). Video games are related with art which is in process on producing video games there will be the uses of art or visual. Video games is one of the educational approach that can be use as learning aids to improve students' achievement. Games can be used as a tool in the classroom to engage students (Javed Mustafam, Alam Khan, Atta Ullah, 2011). As according to Corti (2006) cited by (Javed Mustafam, Alam Khan, Atta Ullah, 2011) games engage people psychologically and physiologically and the people engaged in the games can have emotional experiences. In this 21st century, we are a modern society with rapid technological and technology comes with mathematics. Over the years, mathematics becoming one of the subject that important and compulsory in school curriculum. In the development of highly technological societies, competencies for setting up, analysing, and criticising mathematical models are of crucial importance (Blomhøj, 2009). Based on result of Sijil Pelajaran Malaysia (SPM) 2013, there are reduction of achievement in Mathematics while all other subjects increased. In addition, Minister of Education state in Berita Harian Online (20 March 2013), that it might due on method of teacher's teaching and the understanding of students towards the subject itself.
  • 6. Recently, researchers have shown an increased interest in playing games. The Entertainment Software Association (SAE, 2012) carried out a gamer demographics which are 47% of game players is female while the balance 53% are male which are the gamers have been playing for an average of 14 years. In Malaysia, 14 years old are among secondary school students. In this report, SAE analysed that 70% of households have their own console to playing a games, while 65% reported playing games on their pc. Besides, 38% are reported using their smart phone to playing games while 26% using their own wireless device such as ipad and tablets. 90% parents feels that, games its fun for the entire family while 52% of parents say video games are a positive part of their child's life and 66% agree that games can provide mental stimulation in education (SAE, 2012) The report show that games are familiar among the society especially towards teenagers. It can help people to discover ideas with each other. By playing games we can learn new skills and interact with other people in order to learn something news (Forsyth, 2012). Educators already start using multimedia as a teaching aids but it is more towards linear multimedia. Since in Malaysia, there are reduction of achievement in Mathematics subject among secondary school and games are proved as effectives learning aids, so that games can be another purpose in learning process in improving students' performance in mathematics subject. Thus, another study should be carried out to determine the effectiveness on learning mathematics through art by using educational games among students at secondary school.
  • 7. 1.3 Research Objectives The research objectives of this study are : 1. To determine the factors of reduction performance in mathematics subjects among secondary school students 2. To evaluate the effect of educational game as learning aids on students’ achievement in mathematics. 3. To investigate the difference of students' achievement in learning mathematics through art by using educational game and conventional way. 1.4 Research Questions The research questions of this study are : 1. What is the factors of reduction performance in mathematics subjects among secondary school students ? 2. What is the effect of educational game as learning aids on students’ achievement in mathematics ? 3. What is the difference of students' achievement in learning mathematics through art by using educational game and conventional way ? 1.5 Hypothesis The hypothesis for this research is : H1 : There is a significant difference of students' performance in learning mathematics through art by using educational games compare with using conventional way. H2 : Students can perform better in learning mathematics by through art by using educational games
  • 8. 1.6 Operational Definition 1.6.1 Learning Learning is a complex process due to the complexity of human nature (Javed Mustafam, Alam Khan, Atta Ullah, 2011). Difference in the human nature causes different learning requirements for learning. They cited from Ediger & Rao (2000), in order to improve students’ performance having various learning styles, there is often a need .to explore various learning opportunities which can address the 152 complexity of learners in the classroom to capture pupils’ interest and purpose and it should be for fast, average and slow learners . For the purpose of this study, it is focusing towards the learning process that fill with joy and excitement through games in mathematics subject. 1.6.2 Mathematics According to (National Council of Teachers of Mathematics [NCTM], 1989) as cited by Burton (1992) mathematics is a complex and compact symbol system, and unless meanings are attached to those symbols. Burton (1992) stated that personal experience, years of observation and reading the autobiographies of over 750 pre service teachers have convinced me that the typical mathematics lesson in elementary school is more often characterized by teacher presentations and independent silent work than by group discussions. Mathematics is largely taught as an abstract subject in the traditional 'chalk and board' manner (Ghosh, 2012). Teaching and learning process of mathematics in secondary school is important to prepare students for their future and fit careers' requirements in Malaysia. In this paper, mathematics can be defined as a teaching and learning by using art through games in order to improve students academic achievement based on school's syllybus.
  • 9. 1.6.3 Art Pearl Greenberg, in his book entitled Art and Ideas for Young People stated that Joe Demarais said " Philosophers define art in many ways. Some describe it as an insight into reality. Picasso says it is a lie and some say it is an escape. Others compare it to an adult form of children's game (Greenberg, 1970). The term of art embraces a vast array of diverse expression and activities all of which share one central attribute which is creativity (Greenberg, 1970). Different people will define as different meaning according to their own understanding. For the purpose of this study, art refers to visual creativity are use as one of the way to learn mathematics subject. 1.6.4 Games Games are considered to be unavoidable factor for enhancing and accelerating the teaching learning process (Javed Mustafam, Alam Khan, Atta Ullah, 2011). They also cited that games can help to create and provide and environment for the users in which they learn the process of explaination, description, construction, assessment and the evaluation of advanced problem solving skills (Corti, 2005). (Javed Mustafam, Alam Khan, Atta Ullah, 2011) cited from Corti (2006), games engage people psychologically and physiologically and the people engaged in the games can have emotional experiences. From the above discussion, it can be concluded that games can be used as a learning aid tool in the classroom to engage students. For the purpose of study, games in this paper are used as a learning aid to improve students' academic achievement among secondary school.
  • 10. 1.7 Limitation of the Study The first limitation is the respondents of this study. The respondents is only limited to secondary schools students only. Males and females from other contexts such as who are not playing games may be affected differently when they are using games as a learning aid. As example, students who are a game players maybe easily can adapt the learning process compare with those are not playing a games. Students who are not playing a games might take time to adapt the process. The second limitation of this study is the sample size. The sample size is only limited to 150 respondents consists of student from Government's secondary school only. The sample size is too small in order to make a general conclusion based the effectiveness on learning mathematics through art by using education games among students at secondary school in students' academic performance. The sample size should be in large amount in order to make a general conclusion based on how art through educational games can help students to improve academics' performance towards mathematics subject. The third limitation is the place that this study will be conducted. The samples were only takes from Government's secondary school in few schools at Perak and Selangor only that will choose randomly. Because of this study is only conducted for students from Government's secondary school in few schools at Perak, Johor and Selangor only, thus the sample cannot be the representative of the rest of the population. Students in other school such as others Government's secondary school and Private's secondary school because it might show different results from the samples that chosen. Furthermore, the study only focuses in Malaysian context only because this study is only conducted for secondary school students in Malaysia. The result will be conclude based on the sample and it might be not same for others
  • 11. country but it can be used worldwide if there is any further or related study regarding the effectiveness on learning mathematics through art by using education games among students at secondary school in students' academic performance. 1.8 Significant of the Study Firstly, the study on learning mathematics through art by using education games is to identify whether the uses of art through educational games can helps in improving secondary school students' academic performance in mathematics subject. The significance of the study is to determine either the use of educational games in mathematics can help or not in improving students' academic achievement. If the use of educational games in mathematics can helps in improving secondary school students' academic leaning process is proven, thus students can apply these educational games as their learning aid and will benefit to all students. Thus, it is very crucial to identify whether educational games can helps in improving secondary school students' academic performance in mathematics subject. Besides that, this study tends to determine how educational games can help secondary school students' to improve their academic performance. For example, with the learning aid of educational games, the students manage to improve their thinking skill, creativity skills and help to understand the lesson easily compare using conventional ways. Therefore, it is necessary for the students to know how educational games can helps in improving secondary school students' academic performance in mathematics subject In addition, the study on learning mathematics through art by using education games in mathematics subjects will help students to know the exact effects of using educational games and the benefits. The study to determine whether the uses of educational games in learning process can help or not students to gain better results
  • 12. in their examination. For example, it is necessarily to students to know whether the educational games in learning can help them to get high score in examination. If the theory is proven, students have new alternatives of learning aid since they can score high marks in their examination with the aid of educational games instead of using the conventional ways. From the result the researcher can make a comparison when students used educational games as learning aid and when are not used based on a test will given. Thus, the students would have the opportunity to use educational games as learning aid in mathematics subjects to enhance their academic performance through the innovative learning process.
  • 13. CHAPTER 2 LITERATURE REVIEW 2.0 Literature Review 2.1 Learning Process 2.2 The important of Mathematics 2.3 The important of Art 2.4 Learning mathematics using art 2.5 Learning through games 2.6 Framework
  • 14. Bibliography Blomhøj, M. (2009). The educational perspective on mathematical modelling. Mathematical applications and , 5-6. Blunt, R. (2008). Does Game-Based Learning Work? Does Game-Based Learning Work? Results from Three Recent Studies , 1-11. Burton, G. M. (1992). Using Language Arts to Promote Mathematics. Using Language Arts to Promote Mathematics , 26-31. Forsyth, E. (2012). LEARNING THROUGH PLAY. GAMES AND CROWDSOURCING FOR , 167-173. Ghosh, J. B. (2012). The Senior Secondary Mathematcs Curriculum in India. Learning Mathematics In Secondary School : The Case Of Mathematical Modelling Enabled By Technology , 1-20. Greenberg, P. (1970). Invitation to Art. In P. Greenberg, Art and Ideas for Young People (p. 9). Canada: Van Nostrand Reinhold . Harian, B. (2014). SPM 2013: Kajian khusus bagi cari punca penurunan Matematik - TPM. Malaysia: Berita Harian . IES. (2009). Intervention materials should include opportunities for students to work with visual representations of mathematical ideas . Assisting Students Struggling with Mathematics , 30-36. Javed Mustafam, Alam Khan, Atta Ullah. (2011). Investigating Students’ Achievement in Mathematics through Non Technological Game Based. Investigating Students’ Achievement in Mathematics through Non Technological Game Based , 151-164. Neo M, T.K.Neo. (2001). Innovative teaching: Using multimedia in a problem-based learning environment. Innovative teaching: Using multimedia in a problem-based learning environment , 5. Pahlaila. (2014). How to write references. Journal of Visual Art , 55-56. Pattemore, A. W. (1974). Groundwork. In A. W. Pattemore, Art and Environment (p. 13). Canada: Van Nostrand Reinhold Limited. SAE. (2012). 2012 Sales, Demographic and Usage Data. Essential Facts About The Computer And Video Game Industry , cvrii - 3. Wu, C. (2006). Introduction. HOW COM PUTER TECHNOLOGY INFLUENCES ART AND DESIGN PROGRAM S IN , 1.