Investigating the attitude towards learning mathematics and technology integration using educational game apps among primary school students : implication student achievement /

This research explored 3rd graders' attitude towards learning mathematics and technology integration with the implication of their performance through an educational mobile game app. The study is a sequential explanatory mixed-method that combined quantitative and qualitative data to explain th...

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主要作者: Syaza Hazirah Mohd Hashim (Author)
格式: Thesis
語言:English
出版: Kuala Lumpur : Kulliyyah of Education, International Islamic University Malaysia, 2021
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在線閱讀:http://studentrepo.iium.edu.my/handle/123456789/10732
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245 1 |a Investigating the attitude towards learning mathematics and technology integration using educational game apps among primary school students :  |b implication student achievement /  |c by Syaza Hazirah Mohd Hashim 
264 1 |a Kuala Lumpur :  |b Kulliyyah of Education, International Islamic University Malaysia,  |c 2021 
300 |a xvi, 218 leaves :  |b illustrations ;  |c 30cm. 
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500 |a Abstracts in English and Arabic. 
500 |a "A thesis submitted in fulfilment of the requirement for the degree of Doctor of Philosophy in Education." --On title page. 
502 |a Thesis (Ph.D)--International Islamic University Malaysia, 2021. 
504 |a Includes bibliographical references (leaves 156-173). 
520 |a This research explored 3rd graders' attitude towards learning mathematics and technology integration with the implication of their performance through an educational mobile game app. The study is a sequential explanatory mixed-method that combined quantitative and qualitative data to explain the issues at hand. Four research questions were employed to guide the study. In the quantitative stage, four pre-test/post-test sets were administered to the sample from the national primary school in Malaysia (N = 32). A set of questionnaires were also given to the sample at the end of the intervention. The qualitative phase involved a series of interviews with the selected teachers as its participant (N = 3). Three statistical analyses, namely the Wilcoxon-signed rank test, descriptive analysis, and spearman's coefficient correlation, were administered to the quantitative data. Additionally, the thematic analysis was administered on the qualitative data gathered. The main findings were: (a) The implementation of educational mobile game apps in the classroom can enhance student performance and interest in learning mathematics; (b) There is a moderate positive relationship between students' attitude towards technology and their attitude towards learning mathematics; (c) Solid basis in the fundamental arithmetic operations: adding, and subtracting, were found to be essential for effective adoption of educational mobile game apps; (d) Guidance on the correct use of technology should be exposed to student from an earlier age. This study also expanded on the theoretical and methodological implications of using educational mobile game app among the students at the primary level. Much more in-depth study on the effective use of technology in 3rd graders' classrooms should be conducted in the future. 
650 0 |a Games in mathematics education  |x Study and teaching (Primary)  |z Malaysia  |9 9207 
650 0 |a Educational games  |x Evaluation  |z Malaysia  |9 9208 
655 7 |a Theses, IIUM local 
690 |a Dissertations, Academic  |x Kulliyyah of Education  |z IIUM 
700 0 |a Sulaiman Hashim,  |e degree supervisor   |9 3896 
700 0 |a Tunku Badariah Tunku Ahmad,  |e degree supervisor  |9 9209 
710 2 |a International Islamic University Malaysia.  |b Kulliyyah of Education 
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