Interactive Mathematic Game Using Shadow Play Characters Education Essay

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Math Games is a small, exciting and useful software which is designed and developed in such a way that it is fit to come into the educational category of games. This software helps the school going children to learn and memorize the multiplication tables from 1 to 10. This software has a very easy and children-friendly interface which can be very efficient in helping the students to learn tables while playing it as a game and having fun while they learn. Firstly, the users have to select a main number for practicing the table. The users can select any number from 1 to 10. The next screen displays questions in mathematical table form dealing with the number selected in the first screen. The main question screen also has a robot which constantly encourages the student every time he/she answers a question. The lights on the robot's body get lit up and the meters start moving. The number of children holding the balloon also keeps on increasing with the correct answer (Software, 2012).

Shadow play characters is a traditional characters used in Malaysia and called (Wayang Kulit) (WK) is well-known performing arts. It is a symbol and heritage to the Malay society in Malaysia. There are four kinds of Wayang Kulti in Malaysia, first one namely WK Melayu,second WK Jawa, third WK Gedek (See Figure 2a), and fourth WK Kelantan (Jabatan Warisan Negara, 2012).

Children and game are always together. Educational games "are games designed with specific curriculum objectives in mind" (Royle, 2008) often games that have been used in education have been developed to support the practice of factual information. Educational game might be the most suitable game for the primary school children which bring knowledge to the children. Computer-based educational games are the combination of education, entertainment and imitate the real-life environment.

Games and roleplaying were used in teaching and learning before computers were introduced to schools, so the shift to be now looking at the possible use of computer games is not such a great leap. Using play and games to learn, an established and common method, combined with new technologies can hopefully bring enhancements and more realism to game-based learning (Richard Walls, 2012).

Learning mathematics using technology will benefit the students and instructors tremendously. Students will be able to understand the topics easily and have the stand-by tutor available as long as they can use the computer (Chatterjee, 2008).

Games are used in the Numeracy Development Project (NDP), a teacher professional development program in mathematics. Teachers and parents agree that games help improve children's knowledge. Students also find learning through playing games fun. However, many teachers are doubtful of how students learn mathematics through playing maths games and they want to be specific with the education outcomes that may be obtained from games.

Shadow play characters one of traditional Malay theater arts such as wayang kulit Kelantan or puppet Kelantan in Malaysia remains one form of entertainment. Unfortunately, the shadow play puppet has lost it touch and has slowly begun to fade among society especially among children and teenagers in Malaysia. This study focused on using shadow play or Wayang Kulit Kelantan, one of four main forms of Wayang Kulit in Malaysia. Wayang Kulit Kelantan was known and enjoyed by Malays who lived in rural areas (Matusky, 1997). This study will use Shadow play (Wayang Kulit Kelantan) characters in Maths games as objects where the children when play these games they can get Knowledge about these traditional characters and keep this traditional characters in their minds.

Problem statement

There is an academic illness has not been diagnosed any effective handling yet in the mathematics class , this disease called "Mathematics anxiety". The symptoms for the anxiety always showing up quickly on the learners faces, usually in the mathematics classes. This disease also known as the( pathological fear), is infectious normally extended to other sciences, that is related to mathematics. (Yahya & Fasasi, 2012).

This may be explains why the students afraid from studying science subjects in the primary schools. When the students are afraid from Mathematics, they will do what is possible that humanly to avoid it. Where they should learn the subject, they will do that with lack of attention, that usually worsens their performance (Stephen, 2007).

The same problem In Malaysia, the students are suffering from primary school, so this matter shall effect on their understanding in the math subject. relying on an interview with the Mathematics teachers of Sekolah Kebangsaan Haji Abdul Rahman, Tokai, Kedah (SKHAR) revealed that a 40% of the Year, only one student obtain poor results (40 percent and below) in the topics of subtraction and addition. According to the official's portal of the Malaysia Ministry of Education, there is no any game on Math subject in education-primary school (level 1) standard 1,2 and 3. The Primary School Standard Curriculum (KSSR) intents to improve the students' understanding of the concept of the numbers and the basic computings' skills (Malaysia, 2011) (Jasni, Zulikha, & Amran, 2012).

This allegation had been supported by (Zaini & Ahmad, 2010) study on the students' motivation towards the learning of mathematics. This study clarifies that, the using of the current L&T approaches, students score on the motivation was low. One of the methods that able to solve this problem useing some games' characters that able to make the children enjoying and having fun with the learning of mathatics subject, in Malaysia we could use Shadows' play characters in mathatics games as an objects.

In a lot of traditional societies in Asia, the storytelling shows have been used for promoting reflection. These shows, including Wayang Kulit (the traditional form of the Malaysian theater), are bit by bit disappearing because of the lack of the interest from the younger generation. Here, the researchers have been discussed their efforts to preserve Wayang Kulit with a digital multimedia technologies (Sundaram, 2011).

Research Objectives

The main objective of the study is to develop mathematic game software (application) using shadow play characters. The three sub-objectives will be support the main objective are:

 1)      To design the game software (application) for mathematic learning

2)      To develop the game software (application) prototype

3)      To access the prototype

Significance of the study

This study aims to improve the teachers and children skills level 1 in educational mathematics subject in Malaysia, throw-in interest they with these games that including computer games in maths subject. As well as, the children how play this games will be know the tradition Shadow play characters (Wayang Kulit) and keep it in their minds.

Literature Review

Using Computer Games in Learning

The use of computer games in education is increasing, although it would appear that this is not occurring at a comparable rate to the increase of computer gaming in general. There are examples of commercial off-the-shelf (COTS) games being used in education, although Kirriemuir and McFarlane (2004) claimed that this remained rare and was hindered by a number of issues that complicated their integration with the curriculum including the difficulty of identifying which games would be appropriate for particular sections of a curriculum, challenges in persuading stakeholders to the benefits of computer games, lack of time for instructors to familiarise themselves with learning games as well as parts of the games which are irrelevant to the curriculum and not be an effective use of teaching time.

Using Maths computer games in educational learning

Computer technology plays an important role in our lives. It is an essential tool to encourage students to learn. This is one of the techniques or teaching methods to improve the people in a learning process (Yusup, 2002). In educational settings, technology can be used in an elementary or secondary school, public or private universities and also as a tool for students to study at home (William, 2002). Primary School Standard Curriculum (KSSR) aims to develop students' understanding of the idea of numbers and basic computing skills (Malaysia, 2011).

Using shadow play characters (Wayang Kulit) in Computer Games

In Malaysia, many attempts to capture and reproduced the visual styles and the performance of WK in digital form into the categories of animations and films, artworks, applications, and comics of which most gained critical acclamations, but there is very limited resources to produce those kind of publications widely.

In 2008, the first WK Kelantan animation entitled "Jala Emas Jala Perak" was produced by Art Media Production in Kota Bharu, Kelantan. However it only captured the narration recorded from Tok Dalang (ToD) Saupi and the story which was originated from Ramayana epic in WK Kelantan (Kia & Chan, 2009).


A research methodology is a systematic of methods that can be applied within a discipline to solve problems (Kaplan, 2005). The goal of scientific research is investigate the phenomena through using set of techniques named method to reach a conclusion on this investigation (Krippendorff, 2004). However, the methodology

There are various methodologies that have been proposed for such a systematic design to procedurally executed dynamic system evolving towards educational objectives, but ADDIE is a commonly used approach that can be effective in almost every situation. In fact, Figure 1 is shows the ADDIE model, which is divided into five constituent phases: the analysis, the design, the develop, the implement, and the evaluate, is a classic and generic process, traditionally used by training developers and instructional designers (Molenda, 2003).


Figure 1. The ADDIE methodology (Molenda, 2003)

Analysis Phase: through this phase the study problem will be clarified then determined the aims of the study. The phenomena that investigated in this study is the poor math result for the Malaysian students' in level one; which can be solve it by develop interactive mathematic game, as well as, connect students with their civilization and folklore culture through using shadow play characters. The requirements of project based on previous studies.

Design Phase: during this phase design of prototype have to be specific and systematic. the specific means an attention to details of each element of the instructional design plan which needs to be executed. the systematic focuses on the achievement of the project's goals by apply set of planned strategies. The design of the system includes UML diagrams.

Development Phase: the tentative design is implementing in this phase. The design is translate into program code. The macromedia Adobe flash CS 6 will use to design the prototype. The development of the prototype follows the Prototyping approach methodology.

Implementation Phase: during this phase, a procedure for training the facilitators and the learners is developed. The training facilitators should cover the course curriculum, learning outcomes, method of delivery, and testing procedures.

Evaluation Phase: through this phase will determine the level of usefulness and operability of the system after the system has been develop; it is tested through a questionnaire. The evaluation is based on usability testing by using System Usability Scale (SUS) proposed by Brooke (Bangor, Kortum, & Miller, 2008).

Scope of the Study

This study focused on using the game application to learn mathematic subject for primary school students level 1 in Malaysia. Also this study uses shadow play characters (Wayang Kulit) as objects in the games, as well as the study depend on KSSR syllabus chosed addition and substruction as a mathematic operations, and 0 until 1000 as a numbers.

Gantt Chart



24 Feb-15 Mar

16 Mar-31 Mar

1 Apr - 15 Apr

16 Apr - 30 Apr

1 May - 20 May

Literature review






Documenting research report