Transforming Learning Mathematics through Interactive Mobile Games (iMOBIMATH)

Authors

  • Che Ku Nuraini Che Ku Mohd Pervasive Computing & Educational Technology, Department of Interactive Media, Fakulti Teknologi Maklumat dan Komunikasi, Universiti Teknikal Malaysia Melaka, 76100 Durian Tunggal Melaka, Malaysia
  • Faaizah Shahbodin Pervasive Computing & Educational Technology, Department of Interactive Media, Fakulti Teknologi Maklumat dan Komunikasi, Universiti Teknikal Malaysia Melaka, 76100 Durian Tunggal Melaka, Malaysia
  • Mohammed Nasser Mohammed Al-Andoli Faculty of Computing and Informatics, Multimedia University, Persiaran Multimedia, Selangor, Cyberjaya, 63100, Malaysia
  • Nurul Hajar Mohd Yussoff Fakulti Teknologi & Kejuruteraan Industri & Pembuatan, Universiti Teknikal Malaysia Melaka, 76100 Durian Tunggal Melaka, Malaysia
  • Umawathy Techanamurthy Department of Engineering Education, Faculty of Engineering & Built Environment, Universiti Kebangsaan Malaysia, 43600 Bangi, Selangor, Malaysia
  • Ulka Chandini Pendit Department of Computing, Faculty of Business, Technology and Engineering, Sheffield Hallam University, Howard St, Sheffield City Centre, Sheffield S11WB, United Kingdom

DOI:

https://doi.org/10.37934/ard.139.1.2028

Keywords:

Mobile-game based learning, mobile learning, mathematics

Abstract

iMOBIMATH is a fun and engaging mobile app designed to make math learning an exciting adventure for young children in Malaysia. The apps were created for kids aged 4 to 6 years old where it turns numbers, shapes, and basic math concepts into interactive play, helping little learners build confidence while having fun. Some common problems children face in such as struggling to understand simple operations like adding or subtraction, count objects correctly and mixing up the sequence of numbers. A quantitative research approach was adopted which is ADDIE Model. The model consists of Analysis, Design, Development, Implementation and Evaluation. The application covers fundamental operations such as addition and subtracting. The application is built to be simple, fast, and efficient, ensuring a smooth experience for Android based. The questionnaire is designed in English and given to kindergarten students in Melaka with the guidance and support of their teachers. This ensures that the children can understand and respond comfortably while making the process smooth and engaging for them. The sample collected is 30 sample. The findings indicate a significant positive learning experience, with an overall mean score of 4.76 for the application. This suggests that users generally found it easy to use and effective for learning mathematics. In conclusion, iMOBIMATH transforms early math learning into a joyful and interactive experience for children aged 4-6 in Malaysia. By combining engaging activities, playful visuals, and an intuitive design, the app fosters a strong foundation in mathematics while keeping young learners motivated and confident.

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Author Biographies

Che Ku Nuraini Che Ku Mohd, Pervasive Computing & Educational Technology, Department of Interactive Media, Fakulti Teknologi Maklumat dan Komunikasi, Universiti Teknikal Malaysia Melaka, 76100 Durian Tunggal Melaka, Malaysia

cknuraini@utem.edu.my

Faaizah Shahbodin, Pervasive Computing & Educational Technology, Department of Interactive Media, Fakulti Teknologi Maklumat dan Komunikasi, Universiti Teknikal Malaysia Melaka, 76100 Durian Tunggal Melaka, Malaysia

faaizah@utem.edu.my

Mohammed Nasser Mohammed Al-Andoli, Faculty of Computing and Informatics, Multimedia University, Persiaran Multimedia, Selangor, Cyberjaya, 63100, Malaysia

nasser.alandoli@mmu.edu.my

Nurul Hajar Mohd Yussoff, Fakulti Teknologi & Kejuruteraan Industri & Pembuatan, Universiti Teknikal Malaysia Melaka, 76100 Durian Tunggal Melaka, Malaysia

nurulhajar@utem.edu.my

Umawathy Techanamurthy, Department of Engineering Education, Faculty of Engineering & Built Environment, Universiti Kebangsaan Malaysia, 43600 Bangi, Selangor, Malaysia

t.umawathy@ukm.edu.my

Ulka Chandini Pendit, Department of Computing, Faculty of Business, Technology and Engineering, Sheffield Hallam University, Howard St, Sheffield City Centre, Sheffield S11WB, United Kingdom

u.pendit@shu.ac.uk

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Published

2025-07-25

How to Cite

Che Ku Mohd, C. K. N., Shahbodin, F. ., Mohammed Al-Andoli, M. N. . ., Mohd Yussoff, N. H. ., Techanamurthy, U. ., & Pendit, U. C. . (2025). Transforming Learning Mathematics through Interactive Mobile Games (iMOBIMATH). Journal of Advanced Research Design, 139(1), 20–28. https://doi.org/10.37934/ard.139.1.2028
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