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References
- Arana, J., T., & Kaiser-Mistriel, M., A. (2006). Method of playing a game (U.S. Patent No. 6,997,457B2). U.S. Patent and Trademark Office. https://patents.google.com/patent/US6997457B2
- Bastani, R. & Kim, B. (2020). Learners’ emergent designs for play: Game design as mathematical modeling practices. In Gresalfi, M. and Horn, I. S. (Eds.), The Interdisciplinarity of the Learning Sciences, 14th International Conference of the Learning Sciences (ICLS) 2020, Volume 3 (pp. 1445-1452). Nashville, Tennessee: International Society of the Learning Sciences
- Bayeck, R. Y. (2020). Examining board gameplay and learning: A multidisciplinary review of recent research. Simulation & Gaming, 51(4), 411–431. https://doi.org/10.1177/1046878119901286
- Blackman, T. R., & Belcher, J. (2017). Using a mathematics cultural resonance approach for building capacity in the mathematical sciences for African American communities. Transdisciplinary in Mathematics Education, 125–149. https://doi:10.1007/978-3-319-63624-5_7
- Burkhardt, H. (2018). Ways to teach modelling—a 50-year study. ZDM, 50, 61-75. https://doi.org/10.1007/S11858-017-0899-8
- Cheung, S., K., & McBride, C. (2017). Effectiveness of parent–child number board game playing in promoting chinese kindergarteners’ numeracy skills and mathematics interest. Early Education and Development, 28(5), 1-18. https://doi.org/10.1080/10409289.2016.1258932
- Chou, M. (2017). Board games play matters: A rethinking on children's aesthetic experience and interpersonal understanding. Eurasia Journal of Mathematics, Science and Technology Education, 13, 2405-2421. https://doi.org/10.12973/EURASIA.2017.01232A
- Cloft, K. (2018). Engaging mathematicians with a murder mystery. The Mathematics Teacher, 111(5), 344. http://dx.doi.org/10.5951/mathteacher.111.5.0344
- Dziob, D. (2020). Board game in physics classes—A proposal for a new method of student assessment. Research in Science Education, 50, 845-862. https://doi.org/10.1007/S11165-018-9714-Y
- Eutsler, L. (2021). Pandemic induced remote learning increases need for mobile game-based learning to engage learners. Education Tech Research Dev, 69, 185–188, https://doi.org/10.1007/s11423-020-09861-7
- Fathurrohman, M. (2014). Metode Penelitian Pengembangan (Development Research Method). Serang: Untirta Press
- Fisher, K., Hirsh-Pasek, K., and Golinkoff, R., M. (2012). Fostering mathematical thinking through playful learning. Contemporary Debates in Childhood Education and Development (1st edition). Routledge
- Fouze, A. Q., & Amit, M. (2018). Development of mathematical thinking through integration of ethnomathematic folklore game in math instruction. Eurasia Journal of Mathematics, Science and Technology Education, 14(2), 617-630. https://doi.org/10.12973/ejmste/80626
- Gao, F., Li, L., & Sun, Y. (2020). A systematic review of mobile game-based learning in STEM education. Education Tech Research Dev, 68, 1791–1827, https://doi.org/10.1007/s11423-020-09787-0
- Gough, A. (2015). STEM policy and science education: Scientistic curriculum and sociopolitical silences. Cultural Studies of Science Education, 10(2), 445-458. https://doi.org/10.1007/s11422-014-9590-3
- Hendrix, N. M., Hojnoski, R. L., & Missall, K. N. (2020). Promoting numeracy skills through board game play. Young Exceptional Children, 23(2), 100–111. https://doi.org/10.1177/1096250618814239
- Ioannou, A. (2021). Mobile game-based learning in the era of “shifting to digital”. Education Tech Research Dev, 69, 173–175, https://doi.org/10.1007/s11423-021-09969-4
- Libertus, M. E., Liu, A., Pikul, O., Jacques, T., Cardoso-Leite, P., Halberda, J., & Bavelier, D. (2017). The impact of action video game training on mathematical abilities in adults. AERA Open. https://doi.org/10.1177/2332858417740857
- Lin, Yen-Ting, & Cheng, Ching-Te. (2022). Effects of technology-enhanced board game in primary mathematics education on students’ learning performance". Applied Sciences, 12(22), 11356. https://doi.org/10.3390/app122211356
- Liu, H. C., Chen, H. R., Yu, S. C., & Shih, Y. T. (2022). Effect of learning computational thinking using board games in different learning styles on programming learning. In: Huang, YM., Cheng, SC., Barroso, J., Sandnes, F.E. (eds) Innovative Technologies and Learning. ICITL 2022. Lecture Notes in Computer Science, 13449. Springer, Cham. https://doi.org/10.1007/978-3-031-15273-3_56
- Nasrullah & Zulkardi. (2011). Building counting by traditional game: A mathematics program for young children. Journal on Mathematics Education, 2(1), 41-54. https://doi.org/10.22342/jme.2.1.781.41-54
- Ndukwe, I. G. (2014). Computerized board game: Dara. International Journal of Advanced Research in Computer Science, 5(7), 59-62
- Nisiotis, L. (2021). Utilising mobile game-based learning methods effectively to support education. Education Tech Research Dev, 69, 177–180, https://doi.org/10.1007/s11423-020-09887-x
- Pardee, S. (2000). Board game method of play (U.S. Patent No. 6,062,562A). U.S. Patent and Trademark Office. https://patents.google.com/patent/US6062562A
- Park, J., and Lee, K. (2017). Using board games to improve mathematical creativity. International Journal of Knowledge and Learning, 12(1), 49-58. https://doi.org/10.1504/IJKL.2017.088182
- Piper, M., & Renaud, Z. (2018). Mallopolis: A board game about megalopolitan urbanization. Threshold, 46, 88–101. https://doi.org/10.1162/thld_a_00030
- Putra, Z. H., Darmawijoyo, Putri, R. I. I., & Hertog, J. (2011). Supporting first grade students learning number facts up to 10 using a parrot game. Journal on Mathematics Education, 2(2), 163-172. https://doi.org/10.22342/jme.2.2.776.163-172
- Ross, D. A., Lim, J., Lin, R. S., & Yang, M. H. (2008). Incremental learning for robust visual tracking. International Journal of Computer Vision, 77(1), 125-141. https://doi.org/10.1007/s11263-007-0075-7
- Sardone, N. B. (2018). Attitudes toward game adoption: Preservice teachers consider game-based teaching and learning. International Journal of Game-Based Learning, 8(3), 1-14. http://doi.org/10.4018/IJGBL.2018070101
- Satsangi, R., & Bofferding, L. (2017), Improving the numerical knowledge of children with autism spectrum disorder: The benefits of linear board games. Journal of Research in Special Education Needs, 17, 218-226. https://doi.org/10.1111/1471-3802.12380
- Skillen, J., Berner, V., & Seitz-Stein, K. (2018). The rule counts! Acquisition of mathematical competencies with a number board game. The Journal of Educational Research, 111(5), 554-563. https://doi.org/10.1080/00220671.2017.1313187
- Sung, Y. W., & Song, S. H. (2013). Mathematical elaboration process of the elementary gifted children's board game re-creation in group project. School Mathematics, 15(3), 619-632.
- Udeh, I. J., Edeoga, B. O., & Okpube, N. M. (2019). Effects of algebraic board game on secondary school student’s interest and achievement in algebraic expressions. Academic Journal of Statistic and Mathematics, 5(7), 9–19.
- Wijaya, A., Elmaini, E., & Doorman, M. (2021). A learning trajectory for probability: A case of game-based learning. Journal on Mathematics Education, 12(1),1-16. http://doi.org/10.22342/jme.12.1.12836.1-16
- Winter, J., & Beetem, P. (2010). Board game and method of play (U.S. Patent No. 20,100,123,287A1). U.S. Patent and Trademark Office. https://patents.google.com/patent/US20100123287A1
References
Arana, J., T., & Kaiser-Mistriel, M., A. (2006). Method of playing a game (U.S. Patent No. 6,997,457B2). U.S. Patent and Trademark Office. https://patents.google.com/patent/US6997457B2
Bastani, R. & Kim, B. (2020). Learners’ emergent designs for play: Game design as mathematical modeling practices. In Gresalfi, M. and Horn, I. S. (Eds.), The Interdisciplinarity of the Learning Sciences, 14th International Conference of the Learning Sciences (ICLS) 2020, Volume 3 (pp. 1445-1452). Nashville, Tennessee: International Society of the Learning Sciences
Bayeck, R. Y. (2020). Examining board gameplay and learning: A multidisciplinary review of recent research. Simulation & Gaming, 51(4), 411–431. https://doi.org/10.1177/1046878119901286
Blackman, T. R., & Belcher, J. (2017). Using a mathematics cultural resonance approach for building capacity in the mathematical sciences for African American communities. Transdisciplinary in Mathematics Education, 125–149. https://doi:10.1007/978-3-319-63624-5_7
Burkhardt, H. (2018). Ways to teach modelling—a 50-year study. ZDM, 50, 61-75. https://doi.org/10.1007/S11858-017-0899-8
Cheung, S., K., & McBride, C. (2017). Effectiveness of parent–child number board game playing in promoting chinese kindergarteners’ numeracy skills and mathematics interest. Early Education and Development, 28(5), 1-18. https://doi.org/10.1080/10409289.2016.1258932
Chou, M. (2017). Board games play matters: A rethinking on children's aesthetic experience and interpersonal understanding. Eurasia Journal of Mathematics, Science and Technology Education, 13, 2405-2421. https://doi.org/10.12973/EURASIA.2017.01232A
Cloft, K. (2018). Engaging mathematicians with a murder mystery. The Mathematics Teacher, 111(5), 344. http://dx.doi.org/10.5951/mathteacher.111.5.0344
Dziob, D. (2020). Board game in physics classes—A proposal for a new method of student assessment. Research in Science Education, 50, 845-862. https://doi.org/10.1007/S11165-018-9714-Y
Eutsler, L. (2021). Pandemic induced remote learning increases need for mobile game-based learning to engage learners. Education Tech Research Dev, 69, 185–188, https://doi.org/10.1007/s11423-020-09861-7
Fathurrohman, M. (2014). Metode Penelitian Pengembangan (Development Research Method). Serang: Untirta Press
Fisher, K., Hirsh-Pasek, K., and Golinkoff, R., M. (2012). Fostering mathematical thinking through playful learning. Contemporary Debates in Childhood Education and Development (1st edition). Routledge
Fouze, A. Q., & Amit, M. (2018). Development of mathematical thinking through integration of ethnomathematic folklore game in math instruction. Eurasia Journal of Mathematics, Science and Technology Education, 14(2), 617-630. https://doi.org/10.12973/ejmste/80626
Gao, F., Li, L., & Sun, Y. (2020). A systematic review of mobile game-based learning in STEM education. Education Tech Research Dev, 68, 1791–1827, https://doi.org/10.1007/s11423-020-09787-0
Gough, A. (2015). STEM policy and science education: Scientistic curriculum and sociopolitical silences. Cultural Studies of Science Education, 10(2), 445-458. https://doi.org/10.1007/s11422-014-9590-3
Hendrix, N. M., Hojnoski, R. L., & Missall, K. N. (2020). Promoting numeracy skills through board game play. Young Exceptional Children, 23(2), 100–111. https://doi.org/10.1177/1096250618814239
Ioannou, A. (2021). Mobile game-based learning in the era of “shifting to digital”. Education Tech Research Dev, 69, 173–175, https://doi.org/10.1007/s11423-021-09969-4
Libertus, M. E., Liu, A., Pikul, O., Jacques, T., Cardoso-Leite, P., Halberda, J., & Bavelier, D. (2017). The impact of action video game training on mathematical abilities in adults. AERA Open. https://doi.org/10.1177/2332858417740857
Lin, Yen-Ting, & Cheng, Ching-Te. (2022). Effects of technology-enhanced board game in primary mathematics education on students’ learning performance". Applied Sciences, 12(22), 11356. https://doi.org/10.3390/app122211356
Liu, H. C., Chen, H. R., Yu, S. C., & Shih, Y. T. (2022). Effect of learning computational thinking using board games in different learning styles on programming learning. In: Huang, YM., Cheng, SC., Barroso, J., Sandnes, F.E. (eds) Innovative Technologies and Learning. ICITL 2022. Lecture Notes in Computer Science, 13449. Springer, Cham. https://doi.org/10.1007/978-3-031-15273-3_56
Nasrullah & Zulkardi. (2011). Building counting by traditional game: A mathematics program for young children. Journal on Mathematics Education, 2(1), 41-54. https://doi.org/10.22342/jme.2.1.781.41-54
Ndukwe, I. G. (2014). Computerized board game: Dara. International Journal of Advanced Research in Computer Science, 5(7), 59-62
Nisiotis, L. (2021). Utilising mobile game-based learning methods effectively to support education. Education Tech Research Dev, 69, 177–180, https://doi.org/10.1007/s11423-020-09887-x
Pardee, S. (2000). Board game method of play (U.S. Patent No. 6,062,562A). U.S. Patent and Trademark Office. https://patents.google.com/patent/US6062562A
Park, J., and Lee, K. (2017). Using board games to improve mathematical creativity. International Journal of Knowledge and Learning, 12(1), 49-58. https://doi.org/10.1504/IJKL.2017.088182
Piper, M., & Renaud, Z. (2018). Mallopolis: A board game about megalopolitan urbanization. Threshold, 46, 88–101. https://doi.org/10.1162/thld_a_00030
Putra, Z. H., Darmawijoyo, Putri, R. I. I., & Hertog, J. (2011). Supporting first grade students learning number facts up to 10 using a parrot game. Journal on Mathematics Education, 2(2), 163-172. https://doi.org/10.22342/jme.2.2.776.163-172
Ross, D. A., Lim, J., Lin, R. S., & Yang, M. H. (2008). Incremental learning for robust visual tracking. International Journal of Computer Vision, 77(1), 125-141. https://doi.org/10.1007/s11263-007-0075-7
Sardone, N. B. (2018). Attitudes toward game adoption: Preservice teachers consider game-based teaching and learning. International Journal of Game-Based Learning, 8(3), 1-14. http://doi.org/10.4018/IJGBL.2018070101
Satsangi, R., & Bofferding, L. (2017), Improving the numerical knowledge of children with autism spectrum disorder: The benefits of linear board games. Journal of Research in Special Education Needs, 17, 218-226. https://doi.org/10.1111/1471-3802.12380
Skillen, J., Berner, V., & Seitz-Stein, K. (2018). The rule counts! Acquisition of mathematical competencies with a number board game. The Journal of Educational Research, 111(5), 554-563. https://doi.org/10.1080/00220671.2017.1313187
Sung, Y. W., & Song, S. H. (2013). Mathematical elaboration process of the elementary gifted children's board game re-creation in group project. School Mathematics, 15(3), 619-632.
Udeh, I. J., Edeoga, B. O., & Okpube, N. M. (2019). Effects of algebraic board game on secondary school student’s interest and achievement in algebraic expressions. Academic Journal of Statistic and Mathematics, 5(7), 9–19.
Wijaya, A., Elmaini, E., & Doorman, M. (2021). A learning trajectory for probability: A case of game-based learning. Journal on Mathematics Education, 12(1),1-16. http://doi.org/10.22342/jme.12.1.12836.1-16
Winter, J., & Beetem, P. (2010). Board game and method of play (U.S. Patent No. 20,100,123,287A1). U.S. Patent and Trademark Office. https://patents.google.com/patent/US20100123287A1