Learning Mathematics: One Minute
Abstract
This game is made with purpose to educate student in terms of mathematical skill combined with fun adventure game. The target audience is the students should be primary-school (10-13 years old). This is an educational game and made on purpose to create a difference method to present solving a mathematical problem to the audience. The user will play a game where the character is chased by a dog and must avoid obstacles such as river. In each level of the game, the user must find a door in which they must solve the mathematical question as pass code. Successful in solving the mathematical question will bring user to another level. This game is made with 3 level and must be completed within 1 minute. This game can be used as a tool for learning. The level of mathematical questions is simple mathematical quiz, designed with objective to teach early age students.
Downloads
References
W. A. N. Wan Idris, H. Halim, and H. Hassan, GENIUS KIDS: “Learn to Count through Games,” International Journal of Multimedia and Recent Innovation, vol. 1, no. 1, pp. 1-17, 2020. doi: 10.36079/lamintang.ijmari-0101.71.
H. Halim, W. A. N. Wan Idris, H. Hassan, and I. Y. Panessai, “Learning Logic Gate through 7-Gates,” International Journal of Multimedia and Recent Innovation, vol. 2, no. 1, pp. 1-10, 2020. doi: 10.36079/lamintang.ijmari-0201.70.
N. H. Rahani, A. A. Bilong, M. R. Mat Suruji, and I. Y. Panessai, “Learning Logic Gates Using Augmented Reality,” International Journal of Multimedia and Recent Innovation, vol. 2, no. 1, pp. 26-44, 2020. doi: 10.36079/lamintang.ijmari-0201.81
M. J. Gaydos, and B. M. Devane, “Designing for identity in game-based learning,” Mind, Culture, and Activity, vol. 26, no. 1, pp. 61-74, 2019. doi: 10.1080/10749039.2019.1572764.
R. Dash, “The 10 Features Every Social Mobile Game Must Include,” 2018 [Online]. Available: from https:// www.adweek.com/digital/mobile-game-features/ [Accessed: February 23, 2019]
K. Thompson, “Why Gamers Should Be Part of Your Audience Strategy,” 2015 [Online]. Available: https:// www.thinkwithgoogle.com/consumer-insights/why-gamers-should-be-part-your-audience-strategy/ [Accessed: February 23, 2019].
S. F. Sezali, A. M. Radzuan, N. I. Mohd Shabudin, and R. A. Afendi, POCKET MALAYSIA: “Learning About States in Malaysia Using Augmented Reality,” International Journal of Multimedia and Recent Innovation, vol. 2, no. 1, pp. 45-59, 2020. doi: 10.36079/ lamintang. ijmari-0201.82
J. Carroll, “How to Research your next Game's Target Audience for Free,” 2017 [Online]. Available: https:// www.gamasutra.com/blogs/JustinCarroll/20170313/258979/How_to_ Research_Your_next_Games_Target_Audience_for_Free.php [Accessed: February 23, 2019]
Z.Zainal Abidin, and M. A. Abdullah Zawawi, “OOP-AR: Learn Object Oriented Programming Using Augmented Reality,” International Journal of Multimedia and Recent Innovation, vol. 2, no. 1, pp. 60-75, 2020. doi: 10.36079/lamintang.ijmari-0201.83.
M. A. Ishak, M. R. Kosnan, and N. F. Zakaria, “Build IoT through Virtual Reality,” International Journal of Multimedia and Recent Innovation, vol. 2, no. 1, pp. 11-25, 2020. doi: 10.36079/lamintang.ijmari-0201.80