Article Review : Written By Nur Nabihah Binti Mohamad Nizar. April 2014. Studying at
Universiti Teknologi MARA, Shah Alam.
Contact : 0175783638.
Blog : nonahealthandbeauty.blogspot.com .
Free Ebook : http://www.ebookniaga.com/sorryboss/nurnabihah
Name of the Journal Investigating Students' Achievement in Mathematics through Non
Technological Game Based Teaching. Written By : Javed Mustafa,
Alam Khan & Atta Ullah
Issue / Volume 4 (3&4)
Page Number 151-164
Games are joyful and belief to engage people. The real learning process should full
fill with joy, excitement and passion of learning and these can be created through
games. Different people have their own ways of learning and sometimes it does not fit
with other people. In order to improve students' academic achievement, the various
way of learning are suggested. If before this, students more to conventional ways but
nowadays students are towards technology but due to lack of facilities there are
certain people are not able to use technological games. Based on that, the authors
come out with non technological that are belief have same function as technological
games in order to make sure the experiment can be done everywhere.
This article briefly about an initiative taken by Javed Mustafa, Alam Khan and Atta
Ullah to do an experimental in order to improving students' achievement in
mathematics subject through non technological game based teaching. In these
research, they want to know the difference in students' performance when the
educators used game 'Guess and Tell' as non technological games in teaching aid. The
achievement will be compare with students' achievement when are not using non
technological games as teaching aid. It involves both gender of students who are in
grade eight children. As a result, they found that the uses of game 'Guess and Tell'
can improving students' achievement compare without using the non technological
2.0 A Description Of The Methodology
The research were conducted at government middle school in rural area of District
Karak in the province of Khyber Pakhtoonkhwa (KPK). It involves 39 grade eight
students which 16 students are male and 23 students are female. In Pakistan, the
permission from parents are not needed, so the authors are not take permission from
parents. This research take from 40 to 55 minutes per working day for two weeks to
The purpose of this research to identify the effect of non-technological game toward
students' achievement in mathematics subject. Another purpose is to compare the
mathematics' achievement from male and female students through non technological
The researcher used experimental research as their research design. There are two
instruments used in this research. Game 'Guess and Tell' is the first instrument for
mathematical concepts 'Mean' and 'Mode'. Second instrument involves the students
achievement from pre test and post test. For the pre test, the questions are based on
their text book from previous lesson while for the post test, it based on the selected
topic which is Information handling in Chapter 4 also from their Mathematics text
book. Before the experiment to students are conducted, researchers have trained and
taught teachers how to use the game 'Guess and Tell' in teaching mathematics.
In this research, there are four null hypothesis. H01 : there is no significant difference
between the pre test and post test scores of the whole male and female students. Based
on the result, this hypothesis are rejected because at the end of the study the
researchers found that there is a significant difference between the pre test and post
test scores of the whole male and female students. In fact, game 'Guess and Tell' give
a positive impact on students' performance in mathematics subject.
Besides, for H02 : there is no significant difference between the pre test post test
scores of male students. This hypothesis also rejected because the students got higher
score during their post test compare with pre test. It proved that the uses of game
'Guess and Tell' can help students improving their academic achievement.
The H03 : there is no significant difference between the pre test post test scores of
female students cannot be accepted. The result show that this game help female
students to increase their test score. Lastly, H04 : there is no significant difference
between the achievement level of male and female students is the only one hypothesis
are retain as null hypothesis because at the end of the study the researchers cannot
found any statistically difference between the achievement level of male and female
Based on the findings, it clearly show that game 'Guess and Tell' giving a positive
effect to students in order to improving their academic achievement in mathematics
subject compare when they are not using game as teaching and learning process.
3. An Evaluation Of The Study
The researcher use a relevant research question based on the topic that is chosen from
grade Mathematics text book. The pre test and post test are based on what all
the sample learn. So, the researchers are able to got strong evidence from this
In this research, i agree with the method that have been used which is experimental
research. By using this method there searchers got the strong result from the uses of
game 'Guess and Tell' towards improving students' academic achievement.
Based on the findings, as a conclusion this game are proved as one of the teaching and
learning aid that can be used to improve student's academic achievement in
mathematics subject. Students got higher score when game is use in teaching and
learning process compare with using conventional ways.
The researcher only used experimental research design to find out the findings.
Perhaps, the researcher can use survey research design also to let know why the
educators do not use game as their teaching aid because it proved that it is good for
improving academic achievement.
In my opinion, the researchers are an ethical person although they clarify all the name
of sample. I just assume that the researchers already got permission from the sample
to exposed their name.
4.0 A Discussion Of Implications
In 21st century there are a lots of way that can be applied to improving students
achievement and game is one of the channel. It includes either non technological or
technological games because the main objective and impact are same. Based on this
research, we can conclude that game can give positive effect to the students and
students are enjoying in learning process towards increasing their academic
achievement especially in mathematics subject. In line with technology that
increasing rapidly, the learning and teaching process also should be on the line.
Although sometimes, the new approach of teaching and learning that more towards
technology are not fit with some students but it still should be apply in order to
develop students according to the requirements that our nation needs.