ENHANCE EDUCATION VISION TO SUPPORT SDG 4: STUDENTS' PERCEPTION TOWARDS EASYMATH2U V2.0
DOI:
https://doi.org/10.35631/IJMOE.830027Keywords:
Education, Mathematics, Perception, Self-Learning, True-FalseAbstract
Oftentimes, students experience difficulties in mastering foundational mathematical concepts. When studying, they demonstrate limited engagement in independent practice, especially outside of the classroom session. This is cause for concern as continuous practice is the key to strengthening students’ understanding of important concepts in maths. To address this issue, EASYMATH2U was developed in 2023 by introducing an alternative learning style for this subject. It is a mathematics application based on a game and a self-quiz that users can easily control using a self-learning approach. In the year 2024, EASYMATH2U was upgraded to EASYMATH2U V2.0. Five topics (i.e., complex numbers, inequalities, lines, circles, and parabolas) are covered in the application, and their contents consist of TRUE or FALSE questions, step-by-step solutions, and short notes to engage students' interest. To gain feedback from users, a set of questionnaireswas distributed to 69 respondents from the Diploma in Mathematical Sciences programme and the Diploma in Computer Sciences programmes, UiTM Johor, Segamat Campus. Descriptive statistics, independent t-test, and Spearman's rank correlation coefficient are applied to analyse the data. The finding illustrates that the highest frequency of using this mathematics application is less than or equal to five times. More than half of the respondents reported high levels of satisfaction with the application. Most respondents also positively perceived the application as easy to use and fun. Through this integration of learning techniques, students can learn at their own pace from any location with internet access, foster independent learning, and increase problem-solving skills.
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