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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.
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
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
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
thereby the way of learning also should be improve to help students in learning
process.
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
This paper focuses on the technologies used in academic context and specially
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
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
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
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
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
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
among secondary school and games are proved as effectives learning aids, so that
achievement in mathematics.
achievement in mathematics ?
1.5 Hypothesis
through art by using educational games compare with using conventional way.
educational games
1.6 Operational Definition
1.6.1 Learning
Mustafam, Alam Khan, Atta Ullah, 2011). Difference in the human nature causes
different learning requirements for learning. They cited from Ediger & Rao
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
1.6.2 Mathematics
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
secondary school is important to prepare students for their future and fit careers'
and learning by using art through games in order to improve students academic
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
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
(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
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
The sample size is too small in order to make a general conclusion based the
should be in large amount in order to make a general conclusion based on how art
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
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
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
mathematics can help or not in improving students' academic achievement. If the use
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
Besides that, this study tends to determine how educational games can help
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
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
Thus, the students would have the opportunity to use educational games as learning
LITERATURE REVIEW
2.6 Framework
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