A Digital Game-Based Matrix Learning System

Oluwatoyin C. Agbonifo*, Emmanuel O. Ibam **, Temitayo O. Ajao ***
*-** Department of Information Systems, Federal University of Technology, Akure, Nigeria.
*** Department of Computer Science, Federal University of Technology, Akure, Nigeria.
Periodicity:January - March'2021
DOI : https://doi.org/10.26634/jet.17.4.17597

Abstract

This research paper presents a digital game-based learning as an innovative methodology that takes full advantage of the educational potential offered by digital games to aid learning of concepts. It focuses on the use of games as a mode of learning in the classroom while exploring all learning theories that supports it. This mode of learning is designed to promote a cognitive and constructive learning mediated environment. An interactive learning environment is developed for the purpose of learning matrix which helps build critical thinking skills and the ability to integrate and evaluate real world scenarios. The performance evaluation of the system was carried out using a survey that focused on measuring five criteria such as game objective; critical thinking and motivation; usefulness of game features in solving the problem; ease of use and learning outcome. The survey finding shows that the system is considerably aligned with the theory of game pedagogy and can also improve students' motivation and performance in learning matrix.

Keywords

Digital Game-Based Learning, Mathematics, Learning Matrix, Constructive Learning.

How to Cite this Article?

Agbonifo, O. C., Ibam, E. O., and Ajao, T. O. (2021). A Digital Game-Based Matrix Learning System. i-manager's Journal of Educational Technology, 17(4), 21-34. https://doi.org/10.26634/jet.17.4.17597

References

[2]. Agbonifo, O. C., & Onu, O. P. (2017). Development of a Digital Game-Based Algebraic Learning System. International Journal of Scientific and Engineering Research, 8(12), 863-869.
[4]. Ahmad, W. F. B. W., Shafie, A. B., & Latif, M. H. A. B. A. (2010). Role-playing game-based learning in mathematics. Electronic Journal of Mathematics & Technology, 4(2), 184- 196.
[6]. Bloom, S. (2009). Game-based Learning: Using Video Game Design for Safety Training. Professional Safety, 54(7), 18-21.
[9]. Del Moral, M. E., & Fernández, L. C. (2015). Videojuegos en las aulas: Implicaciones de una innovación disruptiva para desarrollar las Inteligencias Múltiples 1/Video games in the classrooms: Implications of a disruptive innovation to develop the Multiple Intelligences. Revista Complutense de Educación, 26, 97-118.
[12]. Gillispie, L., Martin, F. & Parker, M. A. (2009). Effects of a 3-D video game on middle school student achievement and attitude in mathematics. The Electronic Journal of Mathematics and Technology, 4(1), 68-79.
[17]. Kim, S., & Chang, M. (2010). Computer games for the math achievement of diverse students. Journal of Educational Technology & Society, 13(3), 224-232.
[22]. Trybus, J. (2012). Game-Based Learning: What it is, Why it Works, and Where it's Going. New Media Institute, New York.
[24]. Van-Eck, R. (2006). Digital game-based learning: It's not just the Digital Natives who are restless. EDUCAUSE Review, 41(2), 16-30.
[25]. Westera, W. (2015). Games are motivating, aren't they? Disputing the arguments for digital game-based learning. International Journal of Serious Games, 2(2), 3- 17.
If you have access to this article please login to view the article or kindly login to purchase the article

Purchase Instant Access

Single Article

North Americas,UK,
Middle East,Europe
India Rest of world
USD EUR INR USD-ROW
Pdf 35 35 200 20
Online 35 35 200 15
Pdf & Online 35 35 400 25

Options for accessing this content:
  • If you would like institutional access to this content, please recommend the title to your librarian.
    Library Recommendation Form
  • If you already have i-manager's user account: Login above and proceed to purchase the article.
  • New Users: Please register, then proceed to purchase the article.