BizzMaths: a gamification strategy using Genial.ly

Ismail, Norul Fadhilah and Mohd Ruslan, Siti Zaharah and Mahayadin, Mahfuzah and Abdullah, Nur Lina and Sahrom, Nor Ashikin (2023) BizzMaths: a gamification strategy using Genial.ly. APS Proceedings, 8 (1): 4. pp. 23-28. ISSN 003428568-X
Abstract

Nowadays, game-based learning (GBL) is one of the modern trends in teaching and learning education. GBL is an educational approach that incorporates elements of games into the learning process. It is designed to engage and motivate students while facilitating the acquisition of knowledge and skills. The GBL approach is used to stimulate and motivate the students to participate more actively in the learning process so that it is more enjoyable. Besides, it is also to assist the students in comprehending the lessons more effectively. Consequently, this study aims to develop and implement a digital mathematical game using the Genial.ly platform. The game consists of six activities which are known as Introduction, Quiz, Find!, Correct Image, Select, and Reward which cover the topics of simple interest, and compound interest in business mathematics subject. The developed games are appropriate for students who are interested or have experienced difficulties in studying basic theory in business mathematics. As an extension of this innovation, this developed game allows users to be more flexible concerning time, place, and learning methods. The participants included 35 students who were all taking business mathematics subject. The findings revealed how the activity involving the game led to a significant enhancement in the knowledge and problem-solving skills in mathematical concepts. Hence, this kind of learning method has a greater potential to encourage the students to enjoy learning, to feel comfortable approaching a variety of difficulties along the way, and to overcome these challenges with focus, self-assurance, and patience, all of which are crucial for higher education in the development of lifelong learners.

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