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The Impact of XRace Game Board as an Experiential Learning Approach

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Nowadays, in line with the rapidly growing knowledge and technology, there is a need for educators to develop interactive teaching tool that can make learning more meaningful and inspiring. The use of practical and innovative teaching tools that can provide a real life learning scenario can increase students’ interest in their learning and prepares them with better thinking skills required to meet the challenges of the world today. The demand is greater with the existence of students who were mainly from the generation Z whom are known to be more dynamic in their learning style. Educators have realized that the traditional methods may be one of the factors that do not match students’ learning styles and skills needed. One of the strategies that can be used to overcome this problem is to utilise experiential learning by creating activities such as playing games and other related activities. Experiential learning can be referred as action learning, learning by doing, learning through experience and learning through discovery and exploration. XRace game board is a game board prototype which focused on the Statistics subject. It is a multi-level pyramid structure which represents questions of different levels of difficulty. Data were gathered through surveys among students who took Basic Statistics course and played the XRace game board, n = 122 and were analysed using SPSS and R-Plus software. Statistical analyses used in this study were descriptive statistics where finding supported that all respondents’ scores towards XRace are highly favoured, correlation analysis where result shows that there is a significant positive relationship between students’ knowledge in Statistics and their interest in Statistics subject (r = 0.582, p-value < 0.01). Positive relationship indicates that high interest towards Statistics is associated to high knowledge in Statistics and Wilcoxon signed rank test where result shows that there is a significant difference between the scores of the pre and post-test (p-value = 0.000 < 0.05), showed XRace game board as an effectiveness tool for teaching and learning basic Statistics. The results suggested that the game board provides a motivating environment for students to learn basic statistical concepts in a fun and engaging way. The features also matches students’ interests and were conducive to their enjoyment of the learning session.
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Keywords: Experiential Learning; Statistics; Teaching; Z Generation

Document Type: Research Article

Affiliations: Faculty of Science Computer and Mathematical Sciences, Universiti Teknologi MARA Negeri Sembilan Branch, Kuala Pilah Campus, 72000 Kuala Pilah, Negeri Sembilan, Malaysia

Publication date: November 1, 2017

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