Abstract
Learning pedagogy and strategy is important to enhance students’ interest in the critical subjects or topics. Statistics is one of the subjects studied by UiTM students pursuing a Diploma in Business Transport. An innovative board game called Snake and Ladder for Fun Statistical Learning has been created in order to solve problem in learning probability (the concept in statistical learning). In this study, the traditional board game Snake and Ladder was modified by incorporating the element of learning into the newly created games namely SLSTAT. The games applied to students who took the course. Qualitative method through interview questionnaires has been used to analyse the students’ interest of SLSTAT game towards the probability topic and student engagement SLSTAT game in their learning outcome. The outcomes of this game are as follows: (1) Students can apply probability, and (2) they can collaborate to solve probability-related problems. The results show most of students are likely agree that SLSTAT assist their understanding learning probability and this game can be used as part of a classroom learning activity to help students improve their probability knowledge and problem-solving abilities.
Metadata
Item Type: | Article |
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Creators: | Creators Email / ID Num. Tukiman, Norbaiti UNSPECIFIED Foong, Ng Set UNSPECIFIED Khalid, Ahmad Khudzairi UNSPECIFIED Ahmad, Nur Intan Syafinaz UNSPECIFIED Mohamed, Suhana UNSPECIFIED |
Subjects: | H Social Sciences > HA Statistics > Statistical data L Education > LB Theory and practice of education > Blended learning. Computer assisted instruction. Programmed instruction L Education > LB Theory and practice of education > Teaching (Principles and practice) > Interactive multimedia L Education > LB Theory and practice of education > College and university teachers |
Divisions: | Universiti Teknologi MARA, Negeri Sembilan |
Journal or Publication Title: | Journal of Academia |
UiTM Journal Collections: | UiTM Journal > Journal of Academia (JoA) |
ISSN: | 2289-6368 |
Volume: | 9 |
Page Range: | pp. 66-73 |
Keywords: | Engaging, creative teaching pedagogy, slstat gamification, learning statistic |
Date: | 2021 |
URI: | https://ir.uitm.edu.my/id/eprint/53829 |