Fun thinkers


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Fun thinkers

  1. 1. Teaching and learning mathematic has faced many challenges either in delivery methods or student’s participants (Saipunidzam, et al. 2010).The teachers have problem to attract student to study and achieve the mathematic subject because they also dont have any attractive materials that can be used for teaching (Mohd Yusof, 2004).
  2. 2. The students don’t have many options for their reference except the exercise books and text books because the existing software is not interactive enough and hard for student to utilize them (Mohd Yusof, 2004).Malaysian Examination Board has reported that more than 35% of primary student have failed mathematical subject and thus the quality of learning system in this country has been dropped off (Mohd Yusof, 2004).
  3. 3. This project will focus in this objective:1. To design mathematics application by integrating cognitive theory.2. To develop and install mathematics fraction game in mobile phone.3. To test the usability of the game application while being used by the students.
  4. 4. Focused on game development.This game will be built in a multi touchscreen phone that using android operating system.Only focused on mathematical subject especially on fraction which focused more on simplify fraction.Integrating the cognitive learning theory in the application design.This game is suitable for the primary student in standard 4, 5 and 6.
  5. 5. Students can balance their current mathematical training through independent and practices their learning everyday (Laine, 2011).E-learning systems have multimedia element to attract the student’s attention and to make the learning process more fun (Siti Hafizah & Yii, 2011).It could remove the student’s barrier in Information Technology (IT) (Saipunidzam, et al. 2010).
  6. 6. Motion Math: Perceiving fractions through embodied, mobile learning by Adauto & Klein, (2010)
  7. 7. An Intelligent Fractions Learning System: Conceptual Design by Teemu, Smith, & Thako, (2010)
  8. 8. Objective Phase Method Outcomes  Knowledge 1.Information gathering o Problem statement Acquisition o ObjectiveTo design o Scopemathematics o Significantgame application o Literature reviewbased on 2.Identify parameters o List of parameterscognitive theory. 3.Identify and compare o Cognitive learning the best pedagogy in theory. learning mathematics
  9. 9. Objective Phase Method Outcomes  System Design 1.Conceptual model o FunThinkers: Simplify-Fraction ModelTo develop and 2.Designing storyboard o Site Mapinstalled and interface for each o Storyboardmathematics pages.fraction gamein mobile 3. Data Collection o Pictures, sounds,phone. questions.  System 4. Choose preferred o Hardware and Development hardware and software. software.
  10. 10. Objective Phase Method Outcomes  System Testing 1. Run the system o System functioningTo test the 2. Conducting a o Analysis resultusability of the survey amonggame student in standardapplication 4, 5 and 6while being  System 3. Writing complete o Final report,used by the Documentation report, slide slide andstudents. presentation and poster poster
  11. 11. Welcome Page Menu No Play game? Yes Game No Choose Level? Yes Easy Medium Difficult Yes No Time < 100 seconds?Message: Good Job, Message: You Fail, You Won Time Up
  12. 12. Welcome Easy Page Level Menu Page Medium Level Instruction Page Difficult Game Level Page
  13. 13.  Survey’s Questions  Result 12 10No.of Students 8 6 Yes 4 No 2 0 Q1 Q2 Q3 Q4 Q5 Q6 Q7 Q8 Q9 Q10 Questions
  14. 14.  According to the survey that been identified, using game on multi touch screen able to attract their interest in learning process. Most of the students nowadays are exposed to the new technology and already have knowledge on how to operate the devices. Student’s standard four, five and six are more interest in playing visual game because it is more fun and enjoyable beside able to learn fraction. This game can be an application that able to help them in learning process as supporting tools after learn topic fraction from school they can practice by using this game at home.
  15. 15. 1. Adauto, G., & Klein, J. (2010). Motion Math: Perceiving fractions through embodied, mobile learning. Standford: Stanford School of Education.2. Laine, T. H. (2011, November 2). Contextual Mathematics Through Pervasive MLearning Technologies for Developing Countries. p. 1.3. Mohd Yusof, Z. (2004). E-Learning Mathematics Subject For UPSR. Malaysia: Kolej Universiti Teknikal Kebangsaan Malaysia.4. Saipunidzam, M., Mohammad Noor, I., Mohamad Izzriq, A. M., & Syakirah, M. T. (2008). Open Source Implementation of M-Learning for Open Source Implementation of M-Learning for. International Journal of Social Sciences , 5.5. Siti Hafizah, A. H., & Yii, H. L. (2011). AuTec: A Mathematics E-Learning System Focusing on Notes Modules. Malaysia: IADIS.6. Teemu, H. L., Smith, A. C., & Thako, F. (2010). An Intelligent Fractions Learning System: Conceptual Design. TEDC Proceeding (pp. 1-6). Technology for Innovation and Education in Developing Countries.