Abstract:It has been generally recognized that students face difficulties in solving daily problems involving percentages. This study was conducted to test the effect of the use of Quizizz-based gamification in improving the skills of students, especially in problems involving converting mixed numbers to percentages and vice versa. A total number of 40 Year 5 Ken students were selected as the treatment group while 37 students from 5 Qin were used as the control group. Both classes are from Sekolah Jenis Kebangsaan Cina… Show more
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