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Impact of "Donkey", "Snap" dan "King" (DSK) non-digital gamification cards on fourth-grade students' math performance in fractions

Infinity Journal · Vol. 13 No. 1 (2024) · hlm. 175–196

DOI
10.22460/infinity.v13i1.p175-196
ISSN
2460-9285, 2089-6867
Terbit
2024-01-31
Penerbit
IKIP Siliwangi Bandung
Lisensi
creativecommons.org/licenses/by-sa/4.0

Abstrak

This research investigates the impact of Non-digital Gamification (NDG) techniques on students' math achievement, focusing on Fractions. Utilizing a quasi-experimental design, the study involved 100 primary school students in Perak. Two groups were formed: the control group, which followed traditional teaching methods, and the experimental group, which experienced NDG learning approaches. The findings indicate that students using NDG perform better in math (fractions) assessments compared to those using conventional methods. This study provides empirical evidence supporting the efficacy of NDG in teaching Fractions. The results underscore the potential for educators to innovate and enhance gamification tools, particularly in mathematics, contributing to educational advancements aligned with the goals of the Malaysian Ministry of Education.

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40 penulis · 125 tautan kepenulisan bersama · 70 lintas organisasi · menampilkan 40 yang paling banyak terhubung

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  • Sultan Idris Education University
  • Indonesia University of Education
  • Universitas Negeri Padang
  • Walisongo State Islamic University
  • Universiti Putra Malaysia
  • Sule Lamido University Kafin Hausa
  • Miyagi University of Education
  • Organisasi lain
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Tampilkan sebagai tabel
Rekan penulisOrganisasiArtikel bersama
Yulyanti HarismanUniversitas Negeri Padang2
Aqilul AsraUniversitas Negeri Padang2
SudirmanHasanuddin University2
Nor Hasnida Che Md GhazaliSultan Idris Education University2
Mahizer HamzahSultan Idris Education University2
Zahari SuppianSultan Idris Education University2
Mohd Ridhuan Mohd JamilSultan Idris Education University2
Mohd Syaubari OthmanSultan Idris Education University2
Hasrul HosshanSultan Idris Education University2
Muh Khairul Wajedi ImamiSultan Idris Education University2
Tajul Rosli ShuibSultan Idris Education University2
Dadang JuandiIndonesia University of Education1
Didi SuryadiIndonesia University of Education1
Jarnawi Afgani DahlanIndonesia University of Education1
Agus HendriyantoIndonesia University of Education1
Yousef WardatHigher Colleges of Technology1
Sani SaharaIndonesia University of Education1
Lukman Hakim MuhaiminIndonesia University of Education1
HafizatunnisaAfiliasi tidak diketahui1
Sri ElniatiAfiliasi tidak diketahui1
Muh PauzanUniversitas Wiralodra1
Camilo Andrés Rodríguez-NietoUniversidad de la Costa1
Bambang Avip Priatna MartadiputraIndonesia University of Education1
Muhamad Galang IsnawanUniversitas Nahdlatul Wathan Mataram1
YumiatiAfiliasi tidak diketahui1
Siti FaizahState University of Malang1
Ardi Dwi SusandiIndonesia Open University1
Ebenezer BonyahUniversity of Skills Training and Entrepreneurial Development1
Tommy Tanu WijayaBeijing Normal University1
Anis Norma Mohamad JaafarSultan Idris Education University1
Mohammad Ikhwan Mat SaadSultan Idris Education University1
Mohd Faiz Mohd YaakobUniversiti Utara Malaysia1
Wan Nurazlina Wan Mohd NoorSultan Idris Education University1

Afiliasi berasal dari OpenAlex; metadata OAI-PMH jurnal tidak memuatnya. Penulis tanpa ID OpenAlex dicocokkan berdasarkan nama, sehingga dua orang bisa tergabung atau satu orang bisa terpisah.

Data ini berasal dari Crossref (yang disetorkan penerbit), karena endpoint OAI-PMH milik jurnal tidak dapat di-harvest.

Sumber metadata: Crossref API (cadangan, berdasarkan ISSN) https://api.crossref.org/journals/2460-9285/works, pertama di-harvest 28 Okt 2026, terakhir terlihat 8 Nov 2026.
Metadata sebagai oai_dc, dikonversi dari Crossref
<oai_dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"><dc:title>Impact of "Donkey", "Snap" dan "King" (DSK) non-digital gamification cards on fourth-grade students' math performance in fractions</dc:title><dc:creator>Setambah, Mohd Afifi Bahurudin</dc:creator><dc:creator>Adnan, Mazlini</dc:creator><dc:creator>Zaini, Syaza Hazwani</dc:creator><dc:creator>Mujiasih, Mujiasih</dc:creator><dc:creator>Hidayat, Riyan</dc:creator><dc:creator>Ibrahim, Muhammad Alhaji</dc:creator><dc:creator>Hanazono, Hayato</dc:creator><dc:description>&lt;jats:p&gt;This research investigates the impact of Non-digital Gamification (NDG) techniques on students' math achievement, focusing on Fractions. Utilizing a quasi-experimental design, the study involved 100 primary school students in Perak. Two groups were formed: the control group, which followed traditional teaching methods, and the experimental group, which experienced NDG learning approaches. The findings indicate that students using NDG perform better in math (fractions) assessments compared to those using conventional methods. This study provides empirical evidence supporting the efficacy of NDG in teaching Fractions. The results underscore the potential for educators to innovate and enhance gamification tools, particularly in mathematics, contributing to educational advancements aligned with the goals of the Malaysian Ministry of Education.&lt;/jats:p&gt;</dc:description><dc:publisher>IKIP Siliwangi Bandung</dc:publisher><dc:date>2024-01-31</dc:date><dc:type>info:eu-repo/semantics/article</dc:type><dc:identifier>https://doi.org/10.22460/infinity.v13i1.p175-196</dc:identifier><dc:identifier>10.22460/infinity.v13i1.p175-196</dc:identifier><dc:source>Infinity Journal; Vol 13 No 1 (2024); 175-196</dc:source><dc:source>2460-9285</dc:source><dc:source>2089-6867</dc:source><dc:rights>https://creativecommons.org/licenses/by-sa/4.0</dc:rights></oai_dc:dc>