PN101: Math-Match Card : Gamification For Fun And Effective Learning

Saidatul Syifa' Rifhani Binti Muhamad Mazuan Kolej PERMATA Insan

ICTE26 | Pioneer Innovator

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Mathematics is often viewed as a difficult and unattractive subject by students, largely due to its abstract concepts and the demand for proof-based reasoning, which can be challenging to grasp. This perception is also found among certain gifted and talented Muslim students, who may underperform in Mathematics and find it difficult to relate the subject to real-life contexts. To address this concern, the Al-Khawarizmi Number Basis Module was developed as an intervention to provide focused guidance and support, aiming to strengthen mathematical skills and promote excellence in the discipline. The primary goal of this research is to evaluate the module’s effectiveness in enhancing the mathematical understanding and performance of gifted and talented Muslim students at Kolej PERMATA Insan, Universiti Sains Islam Malaysia. To increase engagement, gamification elements have been integrated, including the design of the Math-Match game card based on selected mathematical topics. This strategy is intended to foster interest, deepen comprehension, and improve overall achievement in Mathematics. The study examines the impact of gamification in cultivating students’ interest and comprehension, thereby contributing to the development of future-ready Muslim scholars. Improving the understanding of knowledge of mathematics among gifted and talented Muslim students will also encourage students to cultivate the knowledge of mathematics throughout their lives as well.