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Shaimi, Fatin Nur Dania; Shaharudin, Shazlyn Milleana; Adnan, Mazlini – International Journal of Educational Methodology, 2023
The purpose of this systematic literature review (SLR) is to identify: (a) the topic of the study, (b) the research methods used, and (c) the results of research on Mathematics education in Malaysia. This study discusses the use of teaching aid (TA) in the field of syllabus and geometry for Form 2 students. The use of TA is considered highly…
Descriptors: Student Interests, Mathematics Instruction, Teaching Methods, Instructional Effectiveness
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Yong, Su-Ting; Karjanto, Natanael; Gates, Peter; Chan, Tak-Yee Andy; Khin, Than-Myint – International Journal of Mathematical Education in Science and Technology, 2021
This study explored the gaming principles that fitted well in the theory of learning in good computer games and attempted to incorporate those principles into mathematics education. A qualitative dominant mixed methods approach was employed, in which qualitative interviews [eight students, six teachers and eight parents] and quantitative surveys…
Descriptors: Teaching Methods, Mathematics Instruction, Feedback (Response), Learning Theories
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Ng, Mun Pei; Alias, Norlidah; Dewitt, Dorothy – Malaysian Journal of Learning and Instruction, 2022
Purpose: Gamification is an effective method to boost students' academic achievement and engagement in second language learning. This study aimed to test the effectiveness of the gamification application, Class Dojo, among Year 4 pupils who are learning Mandarin as a Second Language (MSL). It also sought to investigate how the MSL learners became…
Descriptors: Mandarin Chinese, Diaries, Comparative Analysis, Second Language Learning
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Mohd Radzi, Shanizan Herman; Tan, Wee Hoe; Yusoff, Amri – Malaysian Journal of Learning and Instruction, 2019
Purpose: This study examines the effects of a simulation board game for teaching and learning shipping management in higher education. A framework of comprehensive shipping operations is developed according to the syllabus of the Shipping Management course at Universiti Utara Malaysia. The course core content in the game covers two main…
Descriptors: Educational Games, Computer Games, Computer Simulation, Marine Education
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Joseph, Suresh Kumar; Alimon, Hashimah; Yusoff, Amri – Journal of Science and Mathematics Education in Southeast Asia, 2019
Purpose: This study reports on the effectiveness of Digital Games (DG) in learning biology among Form 4 students in Malaysia. Likewise it presents the general overview of the students' interest and their problems while using digital games in the learning process. Methodology: This study was conducted in a sub-urban secondary school in Kinta…
Descriptors: Biology, Science Instruction, Secondary School Students, Student Attitudes
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Halim, Mohd Shakir Azfar Abdul; Hashim, Harwati; Yunus, Melor Md – Journal of Education and e-Learning Research, 2020
Some scholars believe that the English proficiency and literacy level among the pupils in this country is deteriorating alarmingly and to overcome this issue, many measures have been taken by the government. Research showed that this issue could be caused by lack of motivation among learners to use English in their lives. This study examined…
Descriptors: Student Motivation, English (Second Language), Second Language Learning, Second Language Instruction
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Yaccob, Nur Syafiqah; Yunus, Melor Md – Arab World English Journal, 2019
Traditional teaching and learning process referring to chalk-and-talk has become outdated in lessons. Teachers and learners are exposed to various task-based process to encourage a better participation among learners throughout the lesson. One of the most common and preferred teaching strategies is the use of language games to aid the teaching of…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Instructional Effectiveness
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Yong, Su-Ting; Gates, Peter; Chan, Andy Tak-Yee – International Journal of Information and Communication Technology Education, 2018
This article explores how motivation in computer games could be integrated into mathematics education. The scope of the study was confined to four motivation dimensions, namely challenge, control, complexity and collaboration. A phenomenology study was conducted with the purpose to obtain a common understanding of nine teachers and 11 students…
Descriptors: Computer Games, Mathematics Education, Motivation, Teacher Attitudes
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Mohd Syah, Nor Elleeiana; Hamzaid, Nur Azah; Murphy, Belinda Pingguan; Lim, Einly – Interactive Learning Environments, 2016
This study describes the development of a basic computer-based play pedagogy intervention using a dyscalculia-remedy-oriented approach such as repetition and number orientation manipulation, and the investigation of its effect on children displaying dyscalculia characteristics. This computer play was evaluated in a group of 50 seven-year-old…
Descriptors: Computer Assisted Instruction, Learning Disabilities, Mathematics Instruction, Young Children