The Use Of Minecraft Education Edition As A Gamification Approach In Teaching And Learning Mathematics Among Year Five Students

2020 The International Research Journal of Education and Sciences (IRJES) Cilt 2020/4-legacy-4392, Sayı 3

İngilizce öz

The purpose of this study is to test the effectiveness of using Minecraft Education Edition as a gamification approach in improving Year Five students' understanding and skills in learning the topic of probability. Minecraft Education Edition is integrated into teaching and learning process to help students understand and determine the probability correctly. Using the Minecraft Education Edition is one of the gamification approaches to make learning delivery more interesting. The selection of the respondents was based on the analysis of the document and the results of the diagnostic test for the lowest scores of students. This study respondent was consisted of three male and a female student of Year Five. This study instruments were consisted of the Pre and Post-Test, observations, and topical exercises used to collect data. The data obtained is presented in the form of tables, graphs and performance improvements for data analysis purposes. The findings show that the use of Minecraft Education Edition successfully enhances Year Five students' understanding of the topic of Probability through gamification. The aim of the next study is to make improvement by conducting a quasi-experimental study.

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