Effectiveness of Learning PEMDAS through Game-Based Learning for Primary Students
Authors
Fakulti Sains Komputer dan Matematik, UiTM Melaka Kampus Jasin (Malaysia)
Fakulti Sains Komputer dan Matematik, UiTM Melaka Kampus Jasin (Malaysia)
Fakulti Sains Komputer dan Matematik, UiTM Melaka Kampus Jasin (Malaysia)
Article Information
DOI: 10.47772/IJRISS.2025.910000370
Subject Category: Education Psychology
Volume/Issue: 9/10 | Page No: 4477-4483
Publication Timeline
Submitted: 2025-10-12
Accepted: 2025-10-19
Published: 2025-11-12
Abstract
Mathematics plays a vital role in our daily lives, not only in academic settings but also in solving real-world problems. Despite its significance, many individuals, particularly students in primary and secondary schools, struggle to grasp mathematical concepts. The challenges stem from difficulties in mastering various formulas and solving equations, which often lead to a lack of interest and motivation in learning mathematics. This issue calls for innovative teaching methods that are engaging and student-friendly. One promising solution is the implementation of game-based learning to enhance students' understanding and interest in mathematics. This project aims to improve mathematical engagement by achieving three main objectives: (1) to design a 2D game-based learning model for teaching mathematical methods, (2) to develop a 2D game-based learning application, and (3) to evaluate its effectiveness in enhancing students’ learning. The Agile methodology was adopted for its flexibility and clarity in managing iterative development processes. In designing the game, the Mechanics-Dynamics-Aesthetics (MDA) Framework was applied, focusing on game mechanics, user interaction (dynamics), and overall experience (aesthetics). The effectiveness of the project was assessed using pre- and post-questionnaires. The results demonstrated a 54.07% improvement in students’ understanding and interest in mathematics, indicating that game-based learning is a promising tool for enhancing educational outcomes. Thus, the project's objectives were successfully met. However, several limitations were identified. The current version of the game is limited to practising the order of operations, can only be accessed on desktop computers, supports only the English language, and does not allow players to choose or customise their characters. Future enhancements may include expanding the mathematical concepts covered, developing mobile-friendly versions for smartphones and tablets, incorporating multiple language options such as Bahasa Melayu, and enabling character customisation to improve user engagement. Overall, this project highlights the potential of game-based learning in making mathematics more accessible and enjoyable for young learners, laying the groundwork for future educational innovation.
Keywords
Game Based Learning (GBL), Mathematics, MDA, PEMDAS
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References
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