Professional Documents
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Chapter 1 - 27-4
Chapter 1 - 27-4
Chapter 1 - 27-4
CHAPTER 1
1.1 INTRODUCTION
All teachers want to deliver instruction that guarantees success for every pupil. Different
approaches to teaching pupils are used as more diverse people enter the field. Gamification is
a concept that applies game mechanics and design techniques games that involve players and
motivate players to achieve their goals (Noor & Yusof, 2015). Gamification techniques are
efforts to benefit players' desire to learn, socialize, compete, and achieve goals. The initial
strategy of gamification is to use rewards as a medium for the player to perform the desired
The types of rewards provided are points rewards, achievement badges or progress filling
bars. These technique of providing rewards can encourage players to compete. The use of
games in the classroom is one of the numerous ways that teachers may do in order to make
their lessons entertaining and engaging. Gamification implements game characteristics such
as playing video games that are applied in indirect learning-based activities (Pramana, 2015)
or the process of adding games or similar elements in a matter (as an assignment) that aims to
In contrast, teachers have a crucial role in creating engaging learning opportunities for
students to create connections and prepare them for the future when they enter the working
world. Additionally, the use of materials as a type of learning assistance allows poorer
Hence, this study was conducted to determine Primary School teachers’ understanding and
implementation of gamification in their teaching lessons. Apart from that, this study enabled
greater understanding on how the gamification would contributing mathematics lessons and
Mathematics is regarded and serves as the basis for many other academic fields. Gamification
is often used in the learning process in the 21st century. It has an approach which applies a
culture of innovation in teaching that can make the teaching process and learning (T&L)
becomes more interactive and can improve the quality of education. Approach in T&L should
be developed step by step using current technology. (Abdul Rahman ,2017) stated, traditional
methods are no longer suitable to be applied in the T&L process in the 21st century.
Therefore, bringing the focus of gamification methods in education gives a new breath that
can be used beneficially between educators and students. Gamification in education fosters
on active participation from students, especially shy students and this has a direct influence
on interest and pure attitude towards learning in class (Bayat, Kılıçarslan & Şentürk, 2014).
The gamification method can increase student motivation and more studies should be done to
identify how gamification methods can help motivate students and increase student
This is because, the pattern of learning mathematics needs to be done actively to be able to
increase students’ motivation in learning related to numbers (Koleini, 2016). In the study of
(Farozi,2016), students cannot understand the learning content for quantitative courses such
as mathematics, physics, economics, and statistics through traditional approaches because the
courses require students to provide high level of concentration to understand the learning
content for the course. This finding is supported by (Sulaiman,2017) stated that, the delivery
of the T&L process using traditional methods will result in students easily sleepy and the
learning atmosphere becomes gloomy. This will result in a decrease of student motivation.
Any strategy or general methodology for education should not only play a supporting role but
also offer a fresh perspective on the subject matter that is not copied from another method of
instruction. Ineffective attempts at gamification in the classroom are frequent, and this
enrages pupils who are given extra work with unclear goals.
From the viewpoint of the teachers, the effort frequently outweighs the educational
advantage. In order to make mathematics instruction more engaging, the purpose of this
research is to investigate the understanding, skills and strategies by primary school teachers
Traditional learning methods in the form of lectures face-to-face is changed to a new norm
which is online and in-person learning for long distance pupils. To ensure pupils are always
committed and consistent with T&L sessions, educators including teachers and lecturers need
to play a role so that pupils are always involved with this T&L session wherever they are..
Teachers should use teaching methods and approaches that different and new techniques to
implement active learning to increase motivation and student involvement in learning and
The success of digital games in education validates the role of gamification in support of its
ability to increase motivation, engagement, and social influence while enabling students to
engage in experiential learning based on the empirical evidence of recent research (Groening
based on experience through social interaction with the environment and peers (York &
Dehaan, 2018). There is evidence which many have shown that increasing acceptance of
challenging (Ding, Er & Orey, M, 2018). In addition, the concept of gamification is still new
in the education sector (Göksün, & Gürsoy, 2019), whereby teachers normally practice
However, the methodology does not attract the attention of the students. This causes there to
be students who lack of interest and lack of appreciation of the content of Mathematics
Education lessons. Gamification is a relatively new instructional tool that has been used to
mathematics and their success outside of the classroom has not yet been properly
active engagement and suggest that students were motivated, but more research is needed to
prove its effectiveness on students' non-academic success and their learning, according to
Geelan (2015). They suggested that more research is needed to determine what impact
In Malaysia, there are studies that show the majority of teachers more exposed to teacher-
centred learning methods in the teaching process, for example by applying the learning
method by using the lecture method, lectures, and demonstrations in the classroom, as
Yusoff, 2016; Naquiah & Jimin, 2016; Nur Syamira, Maimun, & Aisyah, 2016; Mohamad
teacher's perception of the use of gamification. The teacher's perception gives strong
individuals, social, physical environment and base level factors can impact the decisions
According to Dichev and Dicheva (2017), there have been several studies on gamification as
methodically specified tests and properly confirmed procedures to confirm the educational
This study can be utilised to acquire a better understanding of how gamification affects
teachers' instructional strategies as well as to shed light on how it affects students' learning
Kapp (2012) has stated clearly in his book that the gamification approach in education can
help students enrich their learning experience by stimulating various skills such as higher-
order thinking skills (HOTS), 21st century skills and problem-solving skills. This study was
conducted with the aim to see the primary school teachers’ knowledge, understanding and
learning Mathematics.
ii. Determine the level of skills of teachers on the gamification in teaching and learning
Mathematics.
Mathematics.
The study will address the following two questions to ascertain the effect gamification has on
i. What is the level of teacher’s knowledge on the gamification in teaching and learning
Mathematics?
ii. What is the level of teacher’s skills on the gamification in teaching and learning
Mathematics?
Mathematics?
1.6 HYPOTHESIS
The Figure 1.7 shows the conceptual framework that was built is a guide to the research that
is carried out. This framework produced based on the objectives and questions of this study.
There are three aspects that are factors the level of understanding of mathematics teachers in
implementing gamification in teaching that was studied in this study which is the level of
Mathematics Teachers’
Level of readiness,
Skills Towards
acceptance, and operation of
Gamification
mathematics teachers
towards gamification
Figure 1.7 Conceptual Framework
Mathematics Teachers'
Implementation of
Gamification
1.8 LIMITATION OF STUDY
This survey is conducted in order to look into teachers’ knowledge, skills and implementation
on gamification during Mathematics teaching and learning. This study is limited to the
aspects considered in this study only that are knowledge, skills and implementation and the
relationship between these aspects. The respondent of this survey is limited to Mathematics
teachers in Perak only with the use of a set of questionnaires as the instrument of this study.
All the findings obtained in this study are restricted to the honesty of respondents’ responses
only.
This study is relevant because it adds to the few quantitative data that already available on
from primary schools will be involved in this project. There is a shortage of material on
researcher will have more data to study alternative scenarios of gamification implementation.
Each research question's findings will be valuable to academics who will undertake more
research to improve the usage of gamification in education and mathematics training. This
study aims to make substantial advances to our knowledge of how gamification as an active
When evaluating how gamification will affect mathematics teaching and learning, it's critical
to develop a knowledge of the phenomenon. Numerous academics and researchers who have
studied the issue have used the term gamification, but their interpretations of it varies. The
(in this case, groups refer to students in the classroom) to solve problems (Kapp, 2012).
Examining the breakdown of game-like mechanics, game aesthetics, and game thinking,
particularly as it relates to educational contexts, can help one gain a thorough grasp of the
1.10.1 Gamification
The notion of gamification which has gained popularity since 2010, has shown itself in the
business, health, and education sectors (Deterding et al., 2011). In the literature, there are
Dominguez et al. (2013) defined gamification as the incorporation of game aspects into non-
game implementations to improve user experience and interest. Furthermore, Kim and Lee
Ding (2019) explained that the gamification component encourages pupils to acquire more
goal orientation through more patience significant, repetitive learning, teamwork, and fun
competition with people others during the learning process. There is growing evidence that
learning experience. According to empirical evidence from recent research, the success of
digital games in education seeks to validate the impact of gamification in supporting its
potential to improve motivation, participation, and social impact, while engaging students in
experiential learning (Groning & Binnewies, 2019; Lopez & Tucker, 2019)
1.10.2 Knowledge
Teachers think that gamification in learning approaches are among the most widely used
pedagogies in use today. These approaches include leader boards, star point collection, and
other motivational features, as well as game mechanics and engaging activities. Teachers are
starting to provide pupils fresh opportunity to develop new talents alongside their peers. The
1.10.3 Skills
Teachers need to work hard to meet the needs and abilities of students by choosing materials
help teach from various sources. Therefore, teachers should have proper skills that have
power to develop not only intellectual but also from the social, emotional and appreciation
aspects them. The fact is very clear that the students will be easier to master a mathematical
skill if the teacher can choose and use appropriate skills to use gamification method in T&L.
1.10.4 Implementation
There are many benefits to gamification that can help in improve the learning process for
students at all academic levels. Specifically, gamification is implemented with the intention
of enabling students enjoy the experience and overcome the challenges of intellectual
education (Ong, Chan & Koh, 2013). Gamification involves various emotions, starting from
curiosity, confused, disappointed until happy when successfully finished the game with
students to always seek knowledge to satisfy their curiosity them and for self-satisfaction
(Smith-Robbins, 2010).
1.10.5 Teaching and Learning
According to (Hoe, 2015), a gamified learning activity allows students to acquire knowledge,
hone skills and foster positive traits through the game built specifically for the purpose of
(Dichev and Dicheva ,2017). It has been applied in all levels of education, from school level
to higher education level (Vlachopoulos and Makri, 2017). Although it is often thrown with
negative perspectives from the society especially from the parents of the students, the
1.7 CONCLUSION
In conclusion, gamification is a method of applying games in the process T&L aims to make
the T&L process more effective, interactive, and interesting. Learning using gamification
methods can be considered an enabling T&L method students explore games as a form of
learning to help improve their skills or achieve certain learning outcomes. The next chapter
will give voice to the literature that develops the premise for the use of gamification and
reveals the fundamental elements that lay the groundwork for its use.