Pembangunan aplikasi pembelajaran berasaskan permainan dalam talian (PBPDT) bagi topik kebarangkalian mudah dan kesannya terhadap pencapaian murid tingkatan dua
<p>Tujuan kajian ini adalah untuk membangunkan aplikasi pembelajaran berasaskan</p><p>permainan (PBPDT) bagi topik Kebarangkalian Mudah dan kesannya terhadap</p><p>pencapaian murid tingkatan dua. Penyelidikan ini menggunakan pende...
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QA Mathematics Norhayati Yusoff Pembangunan aplikasi pembelajaran berasaskan permainan dalam talian (PBPDT) bagi topik kebarangkalian mudah dan kesannya terhadap pencapaian murid tingkatan dua |
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<p>Tujuan kajian ini adalah untuk membangunkan aplikasi pembelajaran berasaskan</p><p>permainan (PBPDT) bagi topik Kebarangkalian Mudah dan kesannya terhadap</p><p>pencapaian murid tingkatan dua. Penyelidikan ini menggunakan pendekatan</p><p>penyelidikan reka bentuk dan pembangunan (PRP). Kajian ini dijalankan dalam tiga</p><p>fasa. Fasa pertama adalah fasa analisis keperluan. Fasa ini menggunakan soal selidik</p><p>yang diedarkan kepada 500 orang murid tingkatan dua untuk memantau keperluan</p><p>pembangunan aplikasi PBPDT. Data soal selidik yang diperoleh dianalisis</p><p>menggunakan perisian IBM SPSS Statistics versi 23 menunjukkan bahawa terdapat</p><p>keperluan kepada pembangunan aplikasi PBPDT dimana minat murid terhadap</p><p>permainan dalam talian adalah sederhana dengan nilai min 3.382. Fasa kedua ialah fasa</p><p>rekabentuk dan pembangunan aplikasi melibatkan kesepakatan 11 orang pakar terhadap</p><p>komponen konstruk dan item menggunakan teknik Fuzzy Delphi Method. Dapatan</p><p>menunjukkan, pakar telah menerima 7 kontsruk utama dengan 39 item untuk reka</p><p>bentuk dan pembangunan aplikasi ini. Fasa ketiga ialah fasa penilaian menggunakan</p><p>kaedah kuasi experiment yang melibatkan 60 orang murid tingkatan dua untuk menguji</p><p>kesan terhadap pencapaian mereka. Dapatan menunjukkan pencapaian yang tinggi</p><p>dalam kalangan murid tingkatan dua bagi kumpulan rawatan berbanding kumpulan</p><p>kawalan. Kesimpulannya, aplikasi PBPDT boleh digunakan untuk meningkatkan</p><p>pencapaian murid tingkatan dua bagi tajuk Kebarangkalian Mudah. Implikasinya,</p><p>pembangunan aplikasi PBPDT bagi topik yang lain boleh diterapkan.</p> |
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Norhayati Yusoff |
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Norhayati Yusoff |
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Norhayati Yusoff |
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Pembangunan aplikasi pembelajaran berasaskan permainan dalam talian (PBPDT) bagi topik kebarangkalian mudah dan kesannya terhadap pencapaian murid tingkatan dua |
title_short |
Pembangunan aplikasi pembelajaran berasaskan permainan dalam talian (PBPDT) bagi topik kebarangkalian mudah dan kesannya terhadap pencapaian murid tingkatan dua |
title_full |
Pembangunan aplikasi pembelajaran berasaskan permainan dalam talian (PBPDT) bagi topik kebarangkalian mudah dan kesannya terhadap pencapaian murid tingkatan dua |
title_fullStr |
Pembangunan aplikasi pembelajaran berasaskan permainan dalam talian (PBPDT) bagi topik kebarangkalian mudah dan kesannya terhadap pencapaian murid tingkatan dua |
title_full_unstemmed |
Pembangunan aplikasi pembelajaran berasaskan permainan dalam talian (PBPDT) bagi topik kebarangkalian mudah dan kesannya terhadap pencapaian murid tingkatan dua |
title_sort |
pembangunan aplikasi pembelajaran berasaskan permainan dalam talian (pbpdt) bagi topik kebarangkalian mudah dan kesannya terhadap pencapaian murid tingkatan dua |
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Universiti Pendidikan Sultan Idris |
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Fakulti Sains dan Matematik |
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2022 |
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oai:ir.upsi.edu.my:76852022-11-11 Pembangunan aplikasi pembelajaran berasaskan permainan dalam talian (PBPDT) bagi topik kebarangkalian mudah dan kesannya terhadap pencapaian murid tingkatan dua 2022 Norhayati Yusoff QA Mathematics <p>Tujuan kajian ini adalah untuk membangunkan aplikasi pembelajaran berasaskan</p><p>permainan (PBPDT) bagi topik Kebarangkalian Mudah dan kesannya terhadap</p><p>pencapaian murid tingkatan dua. Penyelidikan ini menggunakan pendekatan</p><p>penyelidikan reka bentuk dan pembangunan (PRP). Kajian ini dijalankan dalam tiga</p><p>fasa. Fasa pertama adalah fasa analisis keperluan. Fasa ini menggunakan soal selidik</p><p>yang diedarkan kepada 500 orang murid tingkatan dua untuk memantau keperluan</p><p>pembangunan aplikasi PBPDT. Data soal selidik yang diperoleh dianalisis</p><p>menggunakan perisian IBM SPSS Statistics versi 23 menunjukkan bahawa terdapat</p><p>keperluan kepada pembangunan aplikasi PBPDT dimana minat murid terhadap</p><p>permainan dalam talian adalah sederhana dengan nilai min 3.382. Fasa kedua ialah fasa</p><p>rekabentuk dan pembangunan aplikasi melibatkan kesepakatan 11 orang pakar terhadap</p><p>komponen konstruk dan item menggunakan teknik Fuzzy Delphi Method. Dapatan</p><p>menunjukkan, pakar telah menerima 7 kontsruk utama dengan 39 item untuk reka</p><p>bentuk dan pembangunan aplikasi ini. Fasa ketiga ialah fasa penilaian menggunakan</p><p>kaedah kuasi experiment yang melibatkan 60 orang murid tingkatan dua untuk menguji</p><p>kesan terhadap pencapaian mereka. Dapatan menunjukkan pencapaian yang tinggi</p><p>dalam kalangan murid tingkatan dua bagi kumpulan rawatan berbanding kumpulan</p><p>kawalan. Kesimpulannya, aplikasi PBPDT boleh digunakan untuk meningkatkan</p><p>pencapaian murid tingkatan dua bagi tajuk Kebarangkalian Mudah. Implikasinya,</p><p>pembangunan aplikasi PBPDT bagi topik yang lain boleh diterapkan.</p> 2022 thesis https://ir.upsi.edu.my/detailsg.php?det=7685 https://ir.upsi.edu.my/detailsg.php?det=7685 text zsm closedAccess Masters Universiti Pendidikan Sultan Idris Fakulti Sains dan Matematik <p>Abdul Muqsith Ahmad. (2018). Pembangunan model ENi berasaskan aktiviti inkuiri bagi program latihan</p><p>kemahiran kejuruteraan Institut Latihan Kemahiran Malaysia (Tesis Doktor Falsafah). Kuala Lumpur:</p><p>Universiti Malaya.</p><p></p><p>Adler, M., & Ziglio, E. (1996). Gazing into the Oracle: The Delphi method and its application to</p><p>social policy and public health. Jessica Kingsley Publisher.</p><p></p><p>Aghajani, M., & Adloo, M. (2018). The Effect of Online Cooperative Learning on Students' Writing</p><p>Skills and Attitudes through Telegram Application. 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