THE STUDY ON LEARNING MATHEMATICS THROUGH ART BY USING EDUCATION
GAMES AMONG STUDENTS AT SECONDARY SCHOOL
                              BY
                NUR NABIHAH BINTI MOHAMAD NIZAR
Contents
CHAPTER 1 .......................................................................................................................................... 3
1.0        Introduction................................................................................................................................ 3
1.1        Background Of Study............................................................................................................... 4
1.2        Statement of the research....................................................................................................... 5
1.3        Research Objectives ................................................................................................................ 7
1.4 Research Questions ...................................................................................................................... 7
1.5 Hypothesis ...................................................................................................................................... 7
1.6 Operational Definition ................................................................................................................... 8
   1.6.1 Learning ................................................................................................................................... 8
   1.6.2 Mathematics ............................................................................................................................ 8
   1.6.3 Art ............................................................................................................................................. 9
   1.6.4 Games...................................................................................................................................... 9
1.7        Limitation of the Study ........................................................................................................... 10
1.8        Significant of the Study .......................................................................................................... 11
CHAPTER 2 ........................................................................................................................................ 13
LITERATURE REVIEW ..................................................................................................................... 13
2.0        Literature Review ................................................................................................................... 13
   2.1        Learning Process ............................................................................................................... 13
   2.2        The important of Mathematics .......................................................................................... 13
   2.3        The important of Art ........................................................................................................... 13
   2.4        Learning mathematics using art ....................................................................................... 13
   2.5        Learning through games ................................................................................................... 13
   2.6        Framework........................................................................................................................... 13
Bibliography ........................................................................................................................................ 14
                                       CHAPTER 1
                                    INTRODUCTION
1.0   Introduction
      The advanced of digital technology now make major changes to the world, the birth
      of a variety of digital technology are getting progressive. Human being is the inventor
      of the technology and whether we ourselves were under the control and shaped by
      technology? Undoubtedly, with the help of technology making life better and easier.
      As Wu (2006) mentions at the same time, it has been transforming the ways people
      live, think, learn, communicate, work and this transformation that brings problems to
      be address.
      Multimedia is one of the advanced technology nowadays. The combination of
      graphic, text, sound, audio and video are called multimedia. Multimedia can be
      divided into two which are linear and non-linear multimedia. The different between
      these two is interactive. Linear multimedia can be define as a something that we
      can't interact. For example, when we watching a movie at cinema. We just watch the
      movie until the end without giving a chance to change the ending or any part that we
      dislike. Its different with non-linear multimedia, while designing game using Adobe
      Flash for example, we can interact with the games and the score and lives is
      depends on how we control it. In short, it Is something that not fixed, something that
      we can interact or change according to what we want.
      By using multimedia, we can use visual in the process of learning to make students
      more understand about certain topic. In U.S they believe the uses of art in education
      is important to help student in learning process. Institute Education of Sciences (IES)
      in U.S recommended the uses of visual widely in mathematics. We recommend that
      interventionists use such abstract visual representations extensively and consistently
      in mathematics (IES, 2009). In 21st century there are a lots of changes in technology
      thereby the way of learning also should be improve to help students in learning
      process.
      Games is one of the digital technology and as reported in Entertainment Software
      Association (2012), the most gamers player are teenagers around 12-14 years old.
      There are games that designs for the educational purpose to help student in process
      of learning. Usually educational games is the purpose to develop their skill in certain
      subject and introduced the students to the technologies in effort to make them
      prepare for the future. Games can be your best friends to get the meaningful content
      in information without throw away the traditional method.
1.1   Background Of Study
      This paper focuses on the technologies used in academic context and specially
      focuses on learning mathematics through art by using video game. Presently,
      traditional educational approaches have resulted in a mismatch between what is
      taught to the students and what the industry needs (Neo M, T.K.Neo, 2001). As we
      can see, technologies increase rapidly so that the learning process also should run
      parallel with the increases of technology. Some educators see games as a useful
      and perhaps even necessary learning environment suitable for learners of all ages
      (Blunt, 2008).
      Regarding the role in teaching learning process, Barbara & Chu (2008) stated,
      “Games are effective tools for learning because they offer students a hypothetical
      environment in which they can explore alternative decisions without the risk of failure”
      (Javed Mustafam, Alam Khan, Atta Ullah, 2011). In his research, he find out the
      difference in students' performance for those who are use video games in learning
      and who are not. Based on the result, the students that use videos games as their
      learning aids got good achievement compare for those are not use it and it proved
      that video games can     help students to get good academic achievement (Blunt,
      2008)
      Thus, this paper deal with a question on how the uses of art through educational
      games can fit into the mathematics subjects among students at secondary school in
      order to improve students' academic achievement.
1.2   Statement of the research
      The purpose of education through art is to make students aware of their environment
      and more understanding of themselves and others (Pattemore, 1974). Video games
      are related with art which is in process on producing video games there will be the
      uses of art or visual. Video games is one of the educational approach that can be
      use as learning aids to improve students' achievement. Games can be used as a tool
      in the classroom to engage students (Javed Mustafam, Alam Khan, Atta Ullah, 2011).
      As according to Corti (2006) cited by (Javed Mustafam, Alam Khan, Atta Ullah, 2011)
      games engage people psychologically and physiologically and the people engaged in
      the games can have emotional experiences.
      In this 21st century, we are a modern society with rapid technological and technology
      comes with mathematics. Over the years, mathematics becoming one of the subject
      that important and compulsory in school curriculum. In the development of highly
      technological societies, competencies for setting up, analysing, and criticising
      mathematical models are of crucial importance (Blomhøj, 2009). Based on result of
      Sijil Pelajaran Malaysia (SPM) 2013, there are reduction of achievement in
      Mathematics while all other subjects increased. In addition, Minister of Education
      state in Berita Harian Online (20 March 2013), that it might due on method of
      teacher's teaching and the understanding of students towards the subject itself.
Recently, researchers have shown an increased interest in playing games. The
Entertainment Software Association (SAE, 2012) carried out a gamer demographics
which are 47% of game players is female while the balance 53% are male which are
the gamers have been playing for an average of 14 years. In Malaysia, 14 years old
are among secondary school students.
In this report, SAE analysed that 70% of households have their own console to
playing a games, while 65% reported playing games on their pc. Besides, 38% are
reported using their smart phone to playing games while 26% using their own
wireless device such as ipad and tablets. 90% parents feels that, games its fun for
the entire family while 52% of parents say video games are a positive part of their
child's life and 66% agree that games can provide mental stimulation in education
(SAE, 2012)
The report show that games are familiar among the society especially towards
teenagers. It can help people to discover ideas with each other. By playing games we
can learn new skills and interact with other people in order to learn something news
(Forsyth, 2012). Educators already start using multimedia as a teaching aids but it is
more towards linear multimedia.
Since in   Malaysia, there are reduction of achievement in Mathematics subject
among secondary school and games are proved as effectives learning aids, so that
games can be another purpose in learning process in improving students'
performance in mathematics subject. Thus, another study should be carried out to
determine the effectiveness on learning mathematics through art by using
educational games among students at secondary school.
1.3   Research Objectives
      The research objectives of this study are :
      1. To determine     the factors of reduction performance in mathematics subjects
      among secondary school students
      2. To evaluate the effect of educational game as learning aids on students’
      achievement in mathematics.
      3. To investigate the difference of students' achievement in learning mathematics
      through art by using educational game and conventional way.
1.4 Research Questions
      The research questions of this study are :
      1. What is the factors of reduction performance in mathematics subjects among
      secondary school students ?
      2. What is the effect of educational game as learning aids on students’
      achievement in mathematics ?
      3. What is the difference of students' achievement in learning mathematics
      through art by using educational game and conventional way ?
1.5 Hypothesis
      The hypothesis for this research is :
      H1 : There is a significant difference of students' performance in learning mathematics
      through art by using educational games compare with using conventional way.
      H2 : Students can perform better in learning mathematics by through art by using
      educational games
1.6 Operational Definition
       1.6.1 Learning
       Learning is a complex process due to the complexity of human nature (Javed
       Mustafam, Alam Khan, Atta Ullah, 2011). Difference in the human nature causes
       different learning requirements for learning. They cited from Ediger & Rao
       (2000), in order to improve students’ performance having      various learning styles,
       there is often a need .to explore various learning opportunities which can address
       the 152 complexity of learners in the classroom to capture pupils’ interest and
       purpose and it should be for fast, average and slow learners . For the purpose of this
       study, it is focusing towards the learning process that fill with joy and excitement
       through games in mathematics subject.
       1.6.2 Mathematics
       According to (National Council of Teachers of Mathematics [NCTM], 1989) as cited
       by Burton (1992) mathematics is a complex and compact symbol system, and unless
       meanings are attached to those symbols. Burton (1992) stated that personal
       experience, years of observation and reading the autobiographies of over 750 pre
       service teachers have convinced me that the typical mathematics lesson in
       elementary school is more often characterized by teacher presentations and
       independent silent work than by group discussions.
       Mathematics is largely taught as an abstract subject in the traditional 'chalk and
       board' manner (Ghosh, 2012). Teaching and learning process of mathematics in
       secondary school is important to prepare students for their future and fit careers'
       requirements in Malaysia. In this paper, mathematics can be defined as a teaching
       and learning by using art through games in order to improve students academic
       achievement based on school's syllybus.
1.6.3 Art
Pearl Greenberg, in his book entitled Art and Ideas for Young People stated that Joe
Demarais said " Philosophers define art in many ways. Some describe it as an
insight into reality. Picasso says it is a lie and some say it is an escape. Others
compare it to an adult form of children's game (Greenberg, 1970).
The term of art embraces a vast array of diverse expression and activities all of which
share one central attribute which is creativity (Greenberg, 1970). Different people
will define as different meaning according to their own understanding.          For the
purpose of this study, art refers to visual creativity are use as one of the way to learn
mathematics subject.
1.6.4 Games
Games are considered to be unavoidable factor for enhancing and accelerating the
teaching learning process (Javed Mustafam, Alam Khan, Atta Ullah, 2011). They also
cited that games can help to create and provide and environment for the users in
which they learn the process of explaination, description, construction, assessment
and the evaluation of advanced problem solving skills (Corti, 2005).
(Javed Mustafam, Alam Khan, Atta Ullah, 2011) cited from Corti (2006), games
engage people psychologically and physiologically and the people engaged in         the
games can have emotional experiences. From the above discussion, it can be
concluded that games can      be used as a learning aid tool in the classroom to
engage students. For the purpose of study, games in this paper are used as a
learning aid to improve students' academic achievement among secondary school.
1.7   Limitation of the Study
      The first limitation is the respondents of this study. The respondents is only limited to
      secondary schools students only. Males and females from other contexts such as
      who are not playing games may be affected differently when they are using games
      as a learning aid. As example, students who are a game players maybe easily can
      adapt the learning process compare with those are not playing a games. Students
      who are not playing a games might take time to adapt the process.
      The second limitation of this study is the sample size. The sample size is only limited
      to 150 respondents consists of student from Government's secondary school only.
      The sample size is too small in order to make a general conclusion based the
      effectiveness on learning mathematics through art by using education games among
      students at secondary school in students' academic performance. The sample size
      should be in large amount in order to make a general conclusion based on how art
      through educational games can help students to improve academics' performance
      towards mathematics subject.
      The third limitation is the place that this study will be conducted. The samples were
      only takes from Government's secondary school in few schools at Perak and
      Selangor only that will choose randomly. Because of this study is only conducted for
      students from Government's secondary school in few schools at Perak, Johor and
      Selangor only, thus the sample cannot be the representative of the rest of the
      population. Students in other school such as others Government's secondary school
      and Private's secondary school because it might show different results from the
      samples that chosen. Furthermore, the study only focuses in Malaysian context only
      because this study is only conducted for secondary school students in Malaysia. The
      result will be conclude based on the sample and it might be not same for others
      country but it can be used worldwide if there is any further or related study regarding
      the effectiveness on learning mathematics through art by using education games
      among students at secondary school in students' academic performance.
1.8   Significant of the Study
      Firstly, the study on learning mathematics through art by using education games is to
      identify whether the uses of art through educational games can helps in improving
      secondary school students' academic performance in mathematics subject. The
      significance of the study is to determine either the use of educational games in
      mathematics can help or not in improving students' academic achievement. If the use
      of educational games in mathematics can helps in improving secondary school
      students' academic leaning process is proven, thus students can apply these
      educational games as their learning aid and will benefit to all students. Thus, it is very
      crucial to identify whether educational games can helps in improving secondary
      school students' academic performance in mathematics subject.
      Besides that, this study tends to determine how educational games can help
      secondary school students' to improve their academic performance. For example,
      with the learning aid of educational games, the students manage to improve their
      thinking skill, creativity skills and help to understand the lesson easily compare using
      conventional ways.      Therefore, it is necessary for the students to know how
      educational games can helps in improving secondary school students' academic
      performance in mathematics subject
      In addition, the study on learning mathematics through art by using education games
      in mathematics subjects will help students to know the exact effects of using
      educational games and the benefits. The study to determine whether the uses of
      educational games in learning process can help or not students to gain better results
in their examination. For example, it is necessarily to students to know whether the
educational games in learning can help them to get high score in examination. If the
theory is proven, students have new alternatives of learning aid since they can score
high marks in their examination with the aid of educational games instead of using
the conventional ways. From the result the researcher can make a comparison when
students used educational games as learning aid and when are not used based on a
test will given.
Thus, the students would have the opportunity to use educational games as learning
aid in mathematics subjects to enhance their academic performance through the
innovative learning process.
                                     CHAPTER 2
                               LITERATURE REVIEW
2.0   Literature Review
2.1   Learning Process
2.2   The important of Mathematics
2.3   The important of Art
2.4   Learning mathematics using art
2.5   Learning through games
2.6   Framework
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