Abstract

Digital game-based learning (DGBL) is an instructional method that incorporates educational content or learning principles into video games with the aim of engaging learners. The teaching techniques in schools are mostly still teacher-centered where the practice of exercise and memorization of tips and formulas are emphasized in learning. This research studied the relationship between game-based learning with the achievements of students in SMK Kompleks Gong Badak, specifically in Mathematics. Quantitative approach-based research and a single cross-sectional design were employed. A set of questionnaires were used for data collection. Data samples were collected from approximately 100 students in the selected school. The result shows that DGBL significantly affects student’s achievements, indicating a good perception of its application. Gender also plays a role in this case, where a significant difference was also found in the mean usage of game-based learning toward mathematics achievement between male and female students. Due to these results, it can be concluded that DGBL does affect students’ achievement in mathematics. In addition, one of the most effective approaches to achieving a student-centered learning process is through the use of DGBL.

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