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Gamification Design for Teaching Numeracy to Slow Learners
Nur Rahmah Zulkifli1, Nor Azan Mat Zin2, Rosadah Abd Majid3

1Nur Rahmah Zulkifli, Department of Kulliyyah Management Sciences, University Islam Antarabangsa Sultan Abdul Halim Mu‘adzam Shah, Kuala Ketil, Kedah, Malaysia.

2Nor Azan Mat Zin, Department of Information Science and Technology, University Kebangsaan Malaysia, Bangi, Selangor, Malaysia.

3Rosadah Abd Majid, Department of Education, University Kebangsaan Malaysia, Bangi, Selangor.

Manuscript received on 05 June 2019 | Revised Manuscript received on 12 June 2019 | Manuscript Published on 19 June 2019 | PP: 215-220 | Volume-8 Issue-8S June 2019 | Retrieval Number: H10350688S19/19©BEIESP

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© The Authors. Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open-access article under the CC-BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)

Abstract: Slow learners in school are students who have difficulty in learning due of their limited cognitive abilities. Most of these students have difficulty in literacy and numeracy. There is an existing debate on how to motivate them to learn and become literate. This paper discusses the use of gamification approach in the development of an application for delivering numeracy content to slow learners in primary schools to motivate them to learn numeracy and improve their numeracy understanding in a fun and enjoyable manner. The NUMERATica application is designed using digital game-based learning instructional design (DGBL-ID) method. The development starts with requirements gathering from users and stakeholders, followed by interface and content design, development, and evaluation of the prototype. The application consists of three modules; learning, play and exercise module. Gamification is applied in each module to increase user motivation and engagement. This application can help motivate learning and promote understanding of numeracy for slow learners and gamification approach may help students with special needs and thus can help decrease the number of students in remedial classes.

Keywords: Gamification, Games, Numeracy, Primary school , Remedial students, Slow learner.
Scope of the Article: Computer Science and Its Applications