2020
DOI: 10.1088/1742-6596/1663/1/012060
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Case-based games learning strategies to improve conceptual understanding in mathematics

Abstract: Case-Based Games Learning (CBGL) is a strategy of active learning in which the students implement knowledge and analytical skill related to the real complex situation (contextual) and relevant with subject lessons. Give case-based task or question routinely can help students to solve case-based mathematics problems. This study aims to analyze the effectiveness of CBGL using Quizizz dan Case Base Learning (CBL) without Quizizz based on students’ conceptual understanding in mathematics by finding out the percent… Show more

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Cited by 14 publications
(7 citation statements)
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“…Some previous research also stated that game can improve conceptual understanding. Asfar and Asfar (2020) in his research conclude that case game-based learning with Quizizz is more effective than case base learning without Quizizz to improve students' conceptual understanding in mathematics by finding out the percentage of the correct answer. Fajjah et al (2021) stated that QuizWhizzer assisted educational game design can improve students' conceptual understanding skills.…”
Section: Students' Environmental Awarenessmentioning
confidence: 95%
“…Some previous research also stated that game can improve conceptual understanding. Asfar and Asfar (2020) in his research conclude that case game-based learning with Quizizz is more effective than case base learning without Quizizz to improve students' conceptual understanding in mathematics by finding out the percentage of the correct answer. Fajjah et al (2021) stated that QuizWhizzer assisted educational game design can improve students' conceptual understanding skills.…”
Section: Students' Environmental Awarenessmentioning
confidence: 95%
“…Quizizz is used by students as a digitalbased learning medium (Zhu et al, 2020). One study stated that the use of the quizizz application is very valid in learning Arabic (Asfar & Asfar, 2020). Good retention will make it easier for students to achieve a good learning process (Richardson et al, 2019).…”
Section: Introductionmentioning
confidence: 99%
“…In addition, lecturers can improve their ability to manage the technology that has been provided to attract students' interest in learning to improve student learning outcomes in physics learning. In gamification-based education through Quizizz, students are expected to be interested in learning to affect the effectiveness of physics learning [14][15] [16]. Therefore, this study describes the significance of learning physics using Quizizz media during the covid-19 pandemic.…”
Section: Introductionmentioning
confidence: 99%