Measuring effectiveness of challenge characteristic in mobile education game in the learning of Mathematics

Bibliographic Details
Main Author: Nora Zamiah Zakaria
Format: Thesis
Language:English
Published: 2016
Subjects:
Online Access:https://ir.upsi.edu.my/detailsg.php?det=4200
Abstract Abstract here
_version_ 1855625756754837504
author Nora Zamiah Zakaria
author_facet Nora Zamiah Zakaria
author_sort Nora Zamiah Zakaria
description
format Thesis
id upsi-4200
institution Universiti Pendidikan Sultan Idris
language English
publishDate 2016
record_format sWADAH
record_pdf Restricted
spelling upsi-42002020-02-27 Measuring effectiveness of challenge characteristic in mobile education game in the learning of Mathematics 2016 Nora Zamiah Zakaria LB Theory and practice of education <p>The research was aimed to measure the effectiveness of an education game (EG) which employed challenge characteristic for learning mathematics among primary school students. A game prototype with two different versions were developed using a multimedia authoring tool namely EG (challenge alone) and EG (challenge and score). A quantitative approach using quasi-experiment design was used to measure the effectiveness of the education game. A usability study has also been carried out, particularly focusing on testing the mobile-device and measuring reliability and validity aspects of the game. Forty standard one pupils were chosen using a purposive sampling technique as studied subjects. The subjects were divided into two groups of twenty pupils for the control and treatment groups equally. Data were collected and recorded for score achievement analysis for pre-test and post-test session. Data were statistically analysed using Mann Whitney U Test to investigate the differences between the two conditions. The result indicated that there was significantly higher increment in student achievement for EG (challenge alone). The study implicates that the use of challenge characteristic in education game (EG) can improve student performance and enhance their learning style for mathematics subject</p> 2016 thesis https://ir.upsi.edu.my/detailsg.php?det=4200 https://ir.upsi.edu.my/detailsg.php?det=4200 text eng N/A openAccess Masters Universiti Pendidikan Sultan Idris Fakulti Seni, Komputeran dan Industri Kreatif <p>Adnan, M., Abdullah, M. F. L., Ahmad, C. N. C, Puteh, M., Zawawi, Y. Z., & Maat, S. M.</p><p>(2013). Learning style and mathematic achievement among high performance</p><p>school students. World Application Sci. J, 28(2), 392-399.</p><p></p><p>Afari, E., Aldridge, J. M., Frase, B. J. & Khine, M.S. (2013). Students perceptions of the</p><p>learning environment and attitudes in game-based mathematics classrooms.</p><p>Learning Environments Research, 16(1), 131 - 150.</p><p></p><p>Alessi, S.M. & Trollip, S.R. (2001). Multimedia for Learning : Methods and Development</p><p>(3rd. edition). Boston.</p><p></p><p>Anderson, E. (10 August, 2016). Teens And Education: Online Gaming Can Improve</p><p>School Scores, Social Media Does Not. Retrieved from Parent Held:</p><p>http://www.parentherald.com/articles/60214/20160810/teens-education-onlinegaming-improve-school-scores-social-media.htm</p><p></p><p>Attali, Y. & Arieli-Attali, M. (2015). Gamification in assessment: Do points affects test</p><p>performance ? Computers & Education, 83, 57-63.</p><p></p><p>Babbie, E. (2010). The Practice of Social Research. 12th ed. Belmont, CA.</p><p></p><p>Banerjee, A., Cole, S., Duflo, E. & Linden, L. (2007). Remedying education : Evidence</p><p>from two randomized experiment in India. Quaterly Journal 0f Economics, (3),</p><p>1235-1264.</p><p></p><p>Barrese et. al. (1992). CAMCE - An Environment to Support Multimedia Courseware</p><p>Projects. Educational and Training Technology International, 29 (1).</p><p></p><p>Bates, T. (9 September, 2014). Online Learning and Distance Education Research.</p><p>Retrieved 25 January, 2015, from Is the ADDIE model appropriate for teaching in</p><p>a digital age?: http://www.tonybates.ca/2014/09/09/is-the-addie-modelappropriate-for-teaching-in-a-digital-age</p><p></p><p>Belanich, J., Orvis, K. L. & Sibley, D. E. (2013). PC-based game features that influence</p><p>instruction and learner motivation. Military Psychology, 25(3),206.</p><p></p><p>Berlyn, D. E. (1965). Structure and Direction in Thinking.</p><p></p><p>Berns, A., Gonzalez-Pardo, A., & Camacho, D. (2013). Game-like language learning in 3-</p><p>D virtual environments. . Computers & Education, 60(1), 210-220.</p><p></p><p>Bizzocchi, J. & Paras, B. (2005). Game, motivation and effective learning : An intergarted</p><p>model for educational game design.</p><p></p><p>Boekaerts, M. (2002). Motivation to learn. Educational Practices Series. International</p><p>Academy of Education-International Bureu of Education (UNESCO), 1-27.</p><p></p><p>Boyce, A., Gadwal, C., & Barnes, T. (2013). Effective practices in game tutorial systems.</p><p>Foundations of Digital Games.</p><p></p><p>Carr, J. (2012). Does Math Achievement hAPPen when iPads and Game-Based Learning</p><p>are Incorporated into Fifth-Grade Mathematics Instruction?. Journal of Information</p><p>Technology Education: Research, 11(1), 269-286.</p><p></p><p>Chang, K. E., Wu L. J., Weng, S. E. & Sung, Y. T. (2012). Embedding game-based problem</p><p>solving phase into problem-posing system for mathematics, 58(2). Computer &</p><p>Education, 775 - 786.</p><p></p><p>Charsky, D. & Ressler, W. (2011). Games are made for fun : Lessons on the effects of</p><p>concept maps in the classroom use of computer games. Computer & Education,</p><p>604-615.</p><p></p><p>Chua, Y. P. (2011). Kaedah Penyelidikan Edisi Kedua buku 1. Kuala Lumpur.: Mc Graw</p><p>Hill.</p><p></p><p>Chuang, C. H, Chen, Y. N., Tsai, L. W., Lee, C. C., & Tai, H. C. (2014). Improving learning</p><p>performance with hapiness by interactive scenarios. The Scientific World Journal,</p><p>12.</p><p></p><p>Connolly, T., Stansfield, M., & McLellan, E. (2006). Using an online games-based learning</p><p>approach to teach database design concepts. . The Electronic Journal of e-Learning,</p><p>4(1),103-110.</p><p></p><p>Connolly, T.M., Boyle, E.A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A</p><p>systematic literature review of empirical evidence on computer games and serious</p><p>games. . Computers & Education, 59(2), 661-686.</p><p></p><p>Csikszentmihalyi, M. (1988). The flow experience and human psychology (15-35).</p><p>Cambridge, UK.</p><p></p><p>Daher, W. (2010). Building mathematical knowledge in authentic mobile phone</p><p>environment. Australasian Jurnal of Educational Technology, 26(1), 85-104.</p><p></p><p>Dehn, M. J. (2011). Working memory and academic learning : Assessment and</p><p>intervention. John Wiley & Sons.</p><p></p><p>Dillon, T. (2004). Adventure games for learning and storytelling. (online) future lab.via</p><p>http://www.futurelab.org.uk/resources/documents/project_reports/Adventure_Aut</p><p>hor_context_paper.pdf.</p><p></p><p>Divjak, B. & Tomic, D. (2011). The impact of Game-based learning on the achievement</p><p>of learning goals and motivation for learning mathematics-literature review.</p><p>Journal of Information and Organizational Science, 35(1), 15-30.</p><p></p><p>Erhel, S.& Jamet, E. (2013). Digital game-based learning : Impact of instructions and</p><p>feedback on motivation and learning effectiveness. Computers & Education, 67,</p><p>156-167.</p><p></p><p>Fabricatore, C. & Lopez, X. (2012). Sustainability Learning through Gaming : An</p><p>Exploratory Study. Electronic Jpurnal of e-learning. 10(2), 209-222.</p><p></p><p>Ferguson, T. L. (2014). Mathematics Achievement With Digital Game-Based Learning in</p><p>High School Algebra 1 Classes.</p><p></p><p>Garris, R., Ahlers, R. & Driskell, J. E. (2002). Games, motivation and learning : A reserach</p><p>and practice model. Simulation & gaming, 33(4), 441-467.</p><p></p><p>Gee, J. P. (2003). What video games have to teach us about learning and literacy. ACM</p><p>Computers in Entertainment,, 1( 1).</p><p></p><p>Griss, R., Ahlers, R., & Driskell, J. E. (2002 ). Games, motivation and Learning: A research</p><p>and Practice Model. Simulation & gaming, 33(4), 441-467.</p><p></p><p>Dillon, T. (2004). Adventure games for learning and storytelling. (online) future lab.via</p><p>http://www.futurelab.org.uk/resources/documents/project_reports/Adventure_Aut</p><p>hor_context_paper.pdf.</p><p></p><p>Divjak, B. & Tomic, D. (2011). The impact of Game-based learning on the achievement</p><p>of learning goals and motivation for learning mathematics-literature review.</p><p>Journal of Information and Organizational Science, 35(1), 15-30.</p><p></p><p>Erhel, S.& Jamet, E. (2013). Digital game-based learning : Impact of instructions and</p><p>feedback on motivation and learning effectiveness. Computers & Education, 67,</p><p>156-167.</p><p></p><p>Fabricatore, C. & Lopez, X. (2012). Sustainability Learning through Gaming : An</p><p>Exploratory Study. Electronic Jpurnal of e-learning. 10(2), 209-222.</p><p></p><p>Ferguson, T. L. (2014). Mathematics Achievement With Digital Game-Based Learning in</p><p>High School Algebra 1 Classes.</p><p></p><p>Garris, R., Ahlers, R. & Driskell, J. E. (2002). Games, motivation and learning : A reserach</p><p>and practice model. Simulation & gaming, 33(4), 441-467.</p><p></p><p>Gee, J. P. (2003). What video games have to teach us about learning and literacy. ACM</p><p>Computers in Entertainment,, 1( 1).</p><p></p><p>Griss, R., Ahlers, R., & Driskell, J. E. (2002 ). Games, motivation and Learning: A research</p><p>and Practice Model. Simulation & gaming, 33(4), 441-467.</p><p></p><p>Irvine, M. (2008). Survey: nearly every American kid plays ideo games. Retrieved 20 12,</p><p>2015, from abc News: http://abcnews.go.com/Technology/story</p><p></p><p>Kandarakis, A. G., & Poulos, M. S. (2008). Teaching Implications of InformationProcessing Theory and Evaluation Approach of Learning Strategies using LVQ</p><p>Neural Networks WSEAS. Transactions on Advances in Engineering Education.</p><p>3(5),111-119.</p><p></p><p>Kapp, K. M. (2012). The Gamification of Learning and Intruction : Game Based Methods</p><p>and Strategies for Training and Education. John Wiley & Sons.</p><p></p><p>Katmada, A., Mavridis, A., & Tsiatsos, T. (2014). Implementing a Game for Supporting</p><p>Learning in Mathematics. . The Electronic Journal of e-Learning. 12( 3), 230-242.</p><p></p><p>Kebritchi, M. Hirumi, A., & Bai, H. (2012). The effects of modern mathematics computer</p><p>games on mathematics achievement and class motivation, Computers &</p><p>Education, 55(2), 427-443.</p><p></p><p>Kelanang, J. P. & Zakaria, E. (2012). Mathematics difficulties among primary school</p><p>students. Advances in Natural and Applied Sciences. 6(7), 1086-1092.</p><p></p><p>Kim, S,. & Chang, M. (2010). Computer games for Maths achievement of diverse students.</p><p>Journal of Educational Technology & Society. 13(3), 224-232.</p><p></p><p>Klopfer, E. Osterweil, S. & Salen, K. (2009). Moving Learning Games Forward : Obstacle,</p><p>Opportunities and Openness. Retrieved 21 02, 2014, from The Education Arcade.</p><p>MIT:</p><p>http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf</p><p></p><p>Koptelov, A., & Taube, S. (2015). Learning Mathematics and Critical Thinking via</p><p>Computer Games Design . Journal of Mathematical Sciences, 2,, 88-96.</p><p></p><p>Kruse, K. (2002). Introduction to Instructional Design and The ADDIE. Retrieved 20</p><p>January, 2015, from Transformative Designs:</p><p>http://www.transformativedesigns.com/id_systems.html</p><p></p><p>Ladley, P. (1 October, 2013). Retrieved 20 October, 2015, from ICT in Practice:</p><p>http://www.ictinpractice.com/games-based-learning-theory-and-practice-by-paulladley/</p><p></p><p>Li, Q., Lemieux, C., Vandermeiden, E. & Nathoo, S. (2013). Are You Ready to Teach</p><p>Secondary Mathematics in the 21st Century? A Study of Preservice Teachers</p><p>Digital Game Design Experience. Journal of Research on Technology in</p><p>Education, 45(4), 309-337.</p><p></p><p>Li, S. C. & Pow, J. C. (2011). Affordance of deep infusion of one-to-one tablet PCs and</p><p>beyond classroom. International Journal of Instructional Meida, 38(4), 319-326.</p><p></p><p>Linehan, C., Kirman, B., & Roche, B. (2010). An empirical analysis of 'challenge' as a</p><p>motivational factors for educational games. In: The International Workshop on</p><p>Serious Games Developments and Applications, 8 July 2010, Derby, UK.</p><p></p><p>Linehan, C., Kirman, B., Lawson, S., & Chan, G. (2011, ). Practical , appropriate,</p><p>empirically-validated guidelines for designing educational games. In Proceedings</p><p>of the SIGCHI Conference on Human Factors in Computing Systems, 1979-1988.</p><p></p><p>Liu, C. C. (2008). Beyond the ownership of handheld devices: Active learning with</p><p>ubiquitous learning minds . Fifth IEEE Int. Conf. Wireless, Mobile, Ubiquitous</p><p>Technology Education, 11-19.</p><p></p><p>Livingstone, D. (2011). Game Based Learning : Theory, Practice, Technology. Retrieved</p><p>20 October, 2015, from TELeurope.eu:</p><p>http://www.teleurope.eu/pg/file/read/133038/daniel-livingstone-game-basedlearningtheory-practice-technology</p><p></p><p>Lomas, D., Patel, K., Forlizzi, J. L., & Koedinger, K. R. (2013,). Optimizing challenge in</p><p>an educational game using large-scale design experiments. In proceedings of the</p><p>SIGCHIConference on Human in Computing Systems, 89-98.</p><p></p><p>Louis, C. Lawrence, M. & Keith, M. (2007). Research methods in education. New York.:</p><p>Routledge.</p><p></p><p>M. Hirst, N. Jervis, K. Visagie, V. Sojo & S. Cavanagh. (2011). Transition to primary</p><p>school : A review of the literature. Chicago: Retrived from</p><p>http://www.kidsmatter.edu.au/sites/default/files/public/Transition-to-PrimarySchool-A-literature-review.pdf on 19 September 2015.</p><p></p><p>Malone, T. (1981b). What Makes Computer Game Fun? BYTE, 5, 258-277.</p><p></p><p>Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive</p><p>Science, 5(4), 333-369.</p><p></p><p>Malone, T. W. (1981). What makes things fun to learn? A study of intrinsically motivating</p><p>computer games. Pipeline. 6(2), 50.</p><p></p><p>Malone, T. W. (1981a). Toward a theory of intrinsically motivating instruction. Cognitive</p><p>Science, 5(4), 333-369.</p><p></p><p>Malone, T. W., & Lepper, M. R. (1987). Making Learning fun : A taxonomy of intrinsic</p><p>otivations for learning. . In R. E. Snow & M. J. Farr (eds.), Aptitude, Learning and</p><p>Instruction : III. Conative and affective process analyses, 223-253.</p><p></p><p>Malone, T.W., Lepper, M.R. (1987). Making learning fun : A taxanomy of intrinsic</p><p>motivations for learning. In I. R. (Eds.), Aptitude Learning and Instruction: 3, 223-</p><p>253.</p><p></p><p>Markey, K. & Leeder, C. (2011). The effect of scoring and feedback mechanisms in an</p><p>online educational game. Proceeding of the American Society for Information</p><p>Science and Technology, 48(1), 1-10.</p><p></p><p>McLeod, S. (2015). Jean Piaget. Retrieved 26 October, 2015, from Simply Psychology:</p><p>www.simplypsychology.org/piaget.html</p><p></p><p>Miller, L. M., Chang, C. I., Wang, S., Beier, M. E., & Klisch, Y. (2011). Learning and</p><p>motivational impacts of a multimedia science game. Computers & Education,</p><p>57(1), 1425-1433.</p><p></p><p>Molenda et. al. (1996). Designing Instructional Systems. The ASTD training and</p><p>development handbook, 4, 266-293.</p><p></p><p>Moon, H. K. & Baek, Y. K. (2009). Exploring Variables affecting Player's Intrinsic</p><p>Motivation in Educational Games. In Proceedings of the 17th International</p><p>Conference on Computers in Education, 718-722.</p><p></p><p>Mustafa, J., Khan, A., & Ullah, A. (2011). Investigating Students' Achievement in</p><p>Mathematics through Non Technological Game Based Teaching. . International</p><p>Journal of Scientific Research in Education, 4(3-4), 151-164.</p><p></p><p>Noor, Azli, M. M., Nor Azan, M. Z & Shamsul, Bahri, C. W. (2008). Digital games-based</p><p>learning for children. In Information Technology, 2008. ITSim 2008. International</p><p>Symposiumon 1, 1-6.</p><p></p><p>Omair, A. (2014). Sample size estimation and sampling techniques for selecting a</p><p>representative sample. Journal of Health Specialists, 2(4), 142-147.</p><p></p><p>Ormrod, J. (2008). Human Learning (5th ed.). New Jersey, NY.</p><p></p><p>Osman, K. & Bakar, N. A. (2012). Educational Computer Games for Malaysian</p><p>Classrooms : Issues and Challenge. Asian Social Science, 8(11).</p><p></p><p>Pavlas, D. (2010). A model of flow and play in game-based learning: The impact of game</p><p>characteristics. player traits and player states. Doctoral dissertation, University of</p><p>Central Florida Orlando, Florida.</p><p></p><p>Pivec, M. & Kearney, P. (2007). Games for Learning and Learning from games. In</p><p>Proceedings of Information Society, 12 - 13 October, Ljubljana Slovenia, 40(6).</p><p></p><p>Pivec, M., Dziabenko, O., & Schinnerl. I. (2003). Aspect of Game-Based Learning. In 3rd</p><p>International Conference on Knowledge Management, Graz, Austria, 216-225.</p><p></p><p>Prensky, M. (2001). Digital Game-Based Learning. Mc Graw Hill, New York.</p><p></p><p>R., R. (3 April, 2016). Unique Learning Shifts in the Classroom. Retrieved 1 10, 2016,</p><p>from http://www.thestar.com.my/news/education/2016/04/03/unique-learningshifts-in-the-classroom)</p><p></p><p>Rees, D. (20 August, 2011). A taxonomy of motivation and game design. Retrieved 8</p><p>December, 2015, from Instructional Design Fusions:</p><p>https://instructionaldesignfusions.wordpress.com/2011/08/20/a-taxonomy-ofmotivation-and-game-design/</p><p></p><p>Reinders, H. (2012). Digital games in language learning and teaching. Basingstoke,</p><p>England: Palgrave Macmillan.</p><p></p><p>Romero, M., Usart, M., Ott, M., Earp, J. & de Freitas, S. (2012). Learning through playing</p><p>for or against each other? Promoting collaborative learning in digital game-based</p><p>learning. Learning, 5(2012), 15-2012.</p><p></p><p>Rutten, N., van Joolingen, W. R., & van der Veen, J. T. (2012). The learning effects of</p><p>computer simulations in science education. Computers & Education, 58(1),136-</p><p>6153.</p><p></p><p>Salen, K. &. (2003). Rules of Play - Game Design Fundamentals. Cambridge: MIT Press,</p><p>Cambridge.</p><p></p><p>Schrader, C. & Bastianes, T. (2012). Computer games and learning : The relationship</p><p>between design, gameplay and outcomes. Journal of Intergactive Learning</p><p>Research, 23(3), 251-271.</p><p></p><p>Shaw, C., Brady, L. L. & Davey, C. (2011). Guidelines for Research with children and</p><p>young people. London : National Children's Bureau Research Centre.</p><p></p><p>Shi, Y. R. & Shih, J. L. (2015). Game factors and game-based learning design model.</p><p>International Journal of Computer Games Technology, 2015, 11.</p><p></p><p>Shin, N., Sutherland, K. M., Norris, C. A. & Soloway, E. (2012). Effects of game</p><p>technology on elementary student learning in mathematics . British journal of</p><p>educational technology, 43(4), 540 - 560.</p><p></p><p>Shute, V. J. & Ke, F. (2012). Games, Learning and Assesment. In Assessment in Gamebased Learning, 43-58.</p><p></p><p>Stapleton, C. B., & Hirumi, A. (2010). Interplay instructional startegy: Engaging learners</p><p>with interactive entertainment conventions. In M. Shaughnessy & S. Veronikas</p><p>(Eds.), Pedagogical implications for online instruction. Cairo, Egypt.</p><p></p><p>Tillmann, N., De Halleux, J., Xie, T., Gulwani, S., & Bishop, J. (2013, May). Teaching and</p><p>learning programming and software engineering via interactive gaming. In</p><p>Software Engineering (ICSE), 2013 35th International Conference on IEEE., 1117-</p><p>1126.</p><p></p><p>Wang, A.I., Ofsdahl, T., & Morch-Storstein, O.K. (2009). Collaborative Learning Through</p><p>Games-Characteristics, Model and Taxonomy. Retrieved 14 August, 2013, from</p><p>citeseerx.ist.psu.edu:</p><p>http://citeseerx.ist.psu.edu/viewdoc/download;jsessionid=D74828F6CEF027CC8</p><p>6E88A7C2E908B88?doi=10.1.1.156.599&rep=rep1&type=pdf</p><p></p><p>Watson, W. R., Mong, C. J., & Harris, C. A. (2011). A case study of the in-class use of a</p><p>video game for teaching high school history. Computers & Education, 56(2), , 466-</p><p>474.</p><p></p><p>Weibell, C. J. (2011). Retrieved 2 12, 2015, from</p><p>https://principlesoflearning.wordpress.com</p><p></p><p>Wilson, K. A., Bedwell W. L., Lazzara, E. H., Salas, E., Burke, C. S., Estock, J. L. &</p><p>Conkey, C. (2009). Relationships between game attributes and learning outcomes</p><p>review and research proposals. Simulation & Gaming. 40(2), 217-266.</p><p></p><p>Yahya, A., Ramli, J., & Boon, Y. (2007). Sumbangan Sikap Terhadap Pencapaian Pelajar</p><p>Mata Pelajaran Matematik: Sejauh manakah Hubungan in Releven? Universiti</p><p>Technology Malaysia Instituitional Repository. Available : (eprints.utm.my).</p><p></p><p>Yahya, K. (14 Nov, 2014). 29 Peratus Pelajar Akses Internet Guna Telefon Pintar.</p><p>Retrieved 30 January, 2015, from Utusan Online:</p><p>http://ww1.utusan.com.my/utusan/Ekonomi/20131114/ek_07/29-peratus-pelajarakses-Internet-guna-telefon-pintar</p><p></p><p>Yuen, W. S. & Zin, N. A. M. (November, 2009). Usability evaluation for history</p><p>educational games. In Proceeding of the 2nd International Conference on</p><p>Interaction Sciences: Information Technology, Cultural and Human. (1019-1025)</p><p></p><p>Zakaria, N. Z. & Yatim, M. H. M. (2013). Effectiveness of challenge characteristics in</p><p>mobile education game : A Review Of Literature. Proceeding of the World</p><p>Conference on Intergration of Knowledge, WCIK ( 263 - 272)</p>
spellingShingle LB Theory and practice of education
Nora Zamiah Zakaria
Measuring effectiveness of challenge characteristic in mobile education game in the learning of Mathematics
thesis_level Master
title Measuring effectiveness of challenge characteristic in mobile education game in the learning of Mathematics
title_full Measuring effectiveness of challenge characteristic in mobile education game in the learning of Mathematics
title_fullStr Measuring effectiveness of challenge characteristic in mobile education game in the learning of Mathematics
title_full_unstemmed Measuring effectiveness of challenge characteristic in mobile education game in the learning of Mathematics
title_short Measuring effectiveness of challenge characteristic in mobile education game in the learning of Mathematics
title_sort measuring effectiveness of challenge characteristic in mobile education game in the learning of mathematics
topic LB Theory and practice of education
url https://ir.upsi.edu.my/detailsg.php?det=4200
work_keys_str_mv AT norazamiahzakaria measuringeffectivenessofchallengecharacteristicinmobileeducationgameinthelearningofmathematics