The Effects of Mathematics Game-based Learning with Random Maze Generation

Benny Hansen Lifindra*, Darlis Herumurti, Imam Kuswardayan

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

Mathematics is one of the difficult subjects that many students can agree on, especially in higher education. The key to teaching mathematics is repetition. Students' skills can be nurtured by practicing repetitively. This concept of repetition can be integrated with the video game framework. This study proposes game-based mathematics teaching with procedural content generation. This study involved an experimental group and a control group. The experimental group was tutored with game-based learning. The tutoring involved a self-made game designed with random maze generation. The maze was fitted with mathematic problems to be solved by the player as part of its design. This design presented an interactive mathematics exercise for its players. On the other hand, the control group will be tutored traditionally. Both groups were given a pre-test and a post-test. The result provided data for analysis. The analysis will use the non-parametric tests "Mann-Whitney U Test"and "Wilcoxon Signed Rank Test."The experimental group was also given questionnaires to be filled out at the beginning and the end of the experiment. The questionnaire results represented how the proposed game design was received by the experimental group. The results of this study show positive results. Game-based tutoring produces a slightly better result than the traditional method. The participants in the experimental group had positive opinions on the game design, content, and fun aspect but not for its difficulty and impact on study interest.

Original languageEnglish
Title of host publication2023 International Seminar on Application for Technology of Information and Communication
Subtitle of host publicationSmart Technology Based on Industry 4.0: A New Way of Recovery from Global Pandemic and Global Economic Crisis, iSemantic 2023
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages69-74
Number of pages6
ISBN (Electronic)9798350339215
DOIs
Publication statusPublished - 2023
Event2023 International Seminar on Application for Technology of Information and Communication, iSemantic 2023 - Semarang, Indonesia
Duration: 16 Sept 202317 Sept 2023

Publication series

Name2023 International Seminar on Application for Technology of Information and Communication: Smart Technology Based on Industry 4.0: A New Way of Recovery from Global Pandemic and Global Economic Crisis, iSemantic 2023

Conference

Conference2023 International Seminar on Application for Technology of Information and Communication, iSemantic 2023
Country/TerritoryIndonesia
CitySemarang
Period16/09/2317/09/23

Keywords

  • Education
  • Game design
  • Game-based learning
  • Mathematics
  • Procedural content

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