Kesan pembelajaran berasaskan permainan digital terhadap pencapaian Matematik dalam kalangan murid sekolah rendah

Kajian ini bertujuan untuk mengkaji kesan penggunaan kaedah pembelajaranberasaskan permainan digital (DGBL) terhadap pencapaian murid Tahun Satu. DGBL merupakan strategi pengajaran berpusatkan murid yang sesuai dalam proses pengajaran dan pembelajaran(PdP) matematik. Topik yang dipilih adalah adalah...

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Main Author: Sayed Yusoff Syed Hussain
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Published: 2018
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institution Universiti Pendidikan Sultan Idris
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topic GV Recreation Leisure
spellingShingle GV Recreation Leisure
Sayed Yusoff Syed Hussain
Kesan pembelajaran berasaskan permainan digital terhadap pencapaian Matematik dalam kalangan murid sekolah rendah
description Kajian ini bertujuan untuk mengkaji kesan penggunaan kaedah pembelajaranberasaskan permainan digital (DGBL) terhadap pencapaian murid Tahun Satu. DGBL merupakan strategi pengajaran berpusatkan murid yang sesuai dalam proses pengajaran dan pembelajaran(PdP) matematik. Topik yang dipilih adalah adalah Penambahan kurang daripada 100. Satupermainan digital yang diberi nama Mathgix telah dihasilkan untuk dijadikan bahan bantubelajar dan digunakan semasa proses PdP. Kajian ini menggunakan kaedah kuasi eksperimen yangmana telah dijalankan di dua buah sekolah di Kelantan. Seramai 78 orang murid terlibatdan mereka telah dibahagikan kepada dua kumpulan iaitu 42 orang murid dalam kumpulan rawatan dan36 orang dalam kumpulan kawalan. Jenis kuasi eksperimen yang digunakan adalah Pre and Post Test of Non-equivalent Control Group design. Data dianalisis menggunakanujian non-parameter, melibatkan ujian Mann-Whitney, ujian Kruskal- Wallis dan ujianWilcoxon Signed Ranks. Dapatan kajian ini membuktikan bahawa penggunaan DGBL menunjukkanpeningkatan yang signifikan di kedua-dua sekolah (Sekolah A: p <0.00; Sekolah B: p = 0.026)terhadap pencapaian matematik murid berbanding kaedah chalk and talk, terutamanya murid yangberprestasi sangat rendah. Kajian ini juga melihat kesan enam faktor demografi terhadap kaedah DGBLsemasa ujian pasca dalam penilaian sumatif dan ipsatif. Pada penilaian sumatif terdapat tiga faktor yang signifikan, iaitu jantina, kekerapan mengguna komputer tablet dan pencapaianmatematik yang lepas. Dalam penilaian ipsatif pula terdapat dua faktor yang signifikaniaitu kekerapan mengguna komputer tablet dan pencapaian matematik yang lepas. Kesimpulannya faktordemografi tersebut memberi kesan positif terhadap pencapaian murid yang diajar dengan menggunakankaedah DGBL. Implikasi kajian ini adalah kaedah DGBL yang mengamalkan pengajaranberpusatkan murid adalah bertepatan dengan standard asas dalam Pembelajaran Abad Ke-21.Manakala model pembelajaran Masteri yang diterapkan dalam Mathgix dapat membantu muridlebih memahami apa yang dipelajarinya oleh itu secara tidak langsung dapat meningkatkanpencapaian murid.
format thesis
qualification_name
qualification_level Doctorate
author Sayed Yusoff Syed Hussain
author_facet Sayed Yusoff Syed Hussain
author_sort Sayed Yusoff Syed Hussain
title Kesan pembelajaran berasaskan permainan digital terhadap pencapaian Matematik dalam kalangan murid sekolah rendah
title_short Kesan pembelajaran berasaskan permainan digital terhadap pencapaian Matematik dalam kalangan murid sekolah rendah
title_full Kesan pembelajaran berasaskan permainan digital terhadap pencapaian Matematik dalam kalangan murid sekolah rendah
title_fullStr Kesan pembelajaran berasaskan permainan digital terhadap pencapaian Matematik dalam kalangan murid sekolah rendah
title_full_unstemmed Kesan pembelajaran berasaskan permainan digital terhadap pencapaian Matematik dalam kalangan murid sekolah rendah
title_sort kesan pembelajaran berasaskan permainan digital terhadap pencapaian matematik dalam kalangan murid sekolah rendah
granting_institution Universiti Pendidikan Sultan Idris
granting_department Fakulti Seni, Komputeran dan Industri Kreatif
publishDate 2018
url https://ir.upsi.edu.my/detailsg.php?det=5443
_version_ 1747833195829657600
spelling oai:ir.upsi.edu.my:54432020-12-16 Kesan pembelajaran berasaskan permainan digital terhadap pencapaian Matematik dalam kalangan murid sekolah rendah 2018 Sayed Yusoff Syed Hussain GV Recreation Leisure Kajian ini bertujuan untuk mengkaji kesan penggunaan kaedah pembelajaranberasaskan permainan digital (DGBL) terhadap pencapaian murid Tahun Satu. DGBL merupakan strategi pengajaran berpusatkan murid yang sesuai dalam proses pengajaran dan pembelajaran(PdP) matematik. Topik yang dipilih adalah adalah Penambahan kurang daripada 100. Satupermainan digital yang diberi nama Mathgix telah dihasilkan untuk dijadikan bahan bantubelajar dan digunakan semasa proses PdP. Kajian ini menggunakan kaedah kuasi eksperimen yangmana telah dijalankan di dua buah sekolah di Kelantan. Seramai 78 orang murid terlibatdan mereka telah dibahagikan kepada dua kumpulan iaitu 42 orang murid dalam kumpulan rawatan dan36 orang dalam kumpulan kawalan. Jenis kuasi eksperimen yang digunakan adalah Pre and Post Test of Non-equivalent Control Group design. Data dianalisis menggunakanujian non-parameter, melibatkan ujian Mann-Whitney, ujian Kruskal- Wallis dan ujianWilcoxon Signed Ranks. Dapatan kajian ini membuktikan bahawa penggunaan DGBL menunjukkanpeningkatan yang signifikan di kedua-dua sekolah (Sekolah A: p <0.00; Sekolah B: p = 0.026)terhadap pencapaian matematik murid berbanding kaedah chalk and talk, terutamanya murid yangberprestasi sangat rendah. Kajian ini juga melihat kesan enam faktor demografi terhadap kaedah DGBLsemasa ujian pasca dalam penilaian sumatif dan ipsatif. Pada penilaian sumatif terdapat tiga faktor yang signifikan, iaitu jantina, kekerapan mengguna komputer tablet dan pencapaianmatematik yang lepas. Dalam penilaian ipsatif pula terdapat dua faktor yang signifikaniaitu kekerapan mengguna komputer tablet dan pencapaian matematik yang lepas. Kesimpulannya faktordemografi tersebut memberi kesan positif terhadap pencapaian murid yang diajar dengan menggunakankaedah DGBL. Implikasi kajian ini adalah kaedah DGBL yang mengamalkan pengajaranberpusatkan murid adalah bertepatan dengan standard asas dalam Pembelajaran Abad Ke-21.Manakala model pembelajaran Masteri yang diterapkan dalam Mathgix dapat membantu muridlebih memahami apa yang dipelajarinya oleh itu secara tidak langsung dapat meningkatkanpencapaian murid. 2018 thesis https://ir.upsi.edu.my/detailsg.php?det=5443 https://ir.upsi.edu.my/detailsg.php?det=5443 text zsm closedAccess Doctoral Universiti Pendidikan Sultan Idris Fakulti Seni, Komputeran dan Industri Kreatif Abdul Razak, I., & Nor Asmah, i S. (2010). Pendekatan Pengajaran Yang DigunakanOleh Guru Sekolah Menengah Di Daerah Johor Bahru Dalam Pengajaran Dan Pembelajaran Matematik (Vol. 30, pp. 17). https://doi.org/10.1097/00006199- 198103000-00009Abu Bakar, F. M., Che Daud, N. A., & Azmi, A. (2016). 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