ISSN: 2226-6348
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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 Chong Cheng, which is the largest primary school in Penang. Preliminary tests for both classes were conducted. An intervention involving a gamification approach through the Quizizz-based gamification was conducted. Final tests for the same topic were conducted after the gamification approach and the conventional approach were conducted for both classes. Through this study, it was found that students from the treatment group who used the Quizizz-based gamification approach have shown significant improvement in the skills of converting fractions to percentages and vice versa.
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In-Text Citation: (Ching & Nasri, 2022)
To Cite this Article: Ching, B. P., & Nasri, N. M. (2022). Quizizz-Based Gamification to Improve Fractions to Percentages Converting Ability among 5th Grade Students in SJKC Chong Cheng. International Journal of Academic Research in Progressive Education and Development. 11(2), 1753 - 1762.
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