Effectiveness of online game based learning in Science Form 1 for subtopic body systems
<p>This study aimed to determine the effectiveness of online game-based learning</p><p>activities as a teaching tool for Science Form 1. Besides, it is conducted to study</p><p>students perception towards online game-based learnin...
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QH Natural history Hemanathan Gandappan Effectiveness of online game based learning in Science Form 1 for subtopic body systems |
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<p>This study aimed to determine the effectiveness of online game-based learning</p><p>activities as a teaching tool for Science Form 1. Besides, it is conducted to study</p><p>students perception towards online game-based learning activities as a teaching tool for</p><p>Science Form 1. The sample of this research consisted of a total of 68 students with 34</p><p>control and 34 treated students from SMK Taman Tasik Ampang, Selangor. The results</p><p>of data analysis suggested that the students perception was positive towards online</p><p>game-based learning activities as a teaching tool for Science Form 1 in SMK Taman</p><p>Tasik Ampang, Selangor. It was also shown that the achievement of treated students</p><p>based on pre and post-test after intervention process was slightly higher than control</p><p>students, though the difference was statistically significant. Based on the first objective,</p><p>the result showed that the online game-based learning can improve students</p><p>achievement where it showed a significant increase of test marks after the intervention.</p><p>The second objective also have been achieved where the result of this study show that</p><p>pupils have an overall good perception on the use of online game-based learning in</p><p>teaching Science Form 1 for the subtopic of the Human Body System. The result</p><p>showed that the mean score of post-tests for treatment group was higher (66.23%) than</p><p>the pre-test group (57.53%). The overall mean value from questionnaire survey was</p><p>3.62. It was concluded that, the treated students require online game-based learning</p><p>activities as a teaching tool in class. The implications of this research is that teachers</p><p>are able to know such a way to help underachieving students and implement suggestions</p><p>to improvise and upgrade the understanding level of a Science chapter in the school.</p> |
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Hemanathan Gandappan |
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Hemanathan Gandappan |
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Hemanathan Gandappan |
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Effectiveness of online game based learning in Science Form 1 for subtopic body systems |
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Effectiveness of online game based learning in Science Form 1 for subtopic body systems |
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Effectiveness of online game based learning in Science Form 1 for subtopic body systems |
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Effectiveness of online game based learning in Science Form 1 for subtopic body systems |
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Effectiveness of online game based learning in Science Form 1 for subtopic body systems |
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effectiveness of online game based learning in science form 1 for subtopic body systems |
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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:89582023-05-22 Effectiveness of online game based learning in Science Form 1 for subtopic body systems 2022 Hemanathan Gandappan QH Natural history <p>This study aimed to determine the effectiveness of online game-based learning</p><p>activities as a teaching tool for Science Form 1. Besides, it is conducted to study</p><p>students perception towards online game-based learning activities as a teaching tool for</p><p>Science Form 1. The sample of this research consisted of a total of 68 students with 34</p><p>control and 34 treated students from SMK Taman Tasik Ampang, Selangor. The results</p><p>of data analysis suggested that the students perception was positive towards online</p><p>game-based learning activities as a teaching tool for Science Form 1 in SMK Taman</p><p>Tasik Ampang, Selangor. It was also shown that the achievement of treated students</p><p>based on pre and post-test after intervention process was slightly higher than control</p><p>students, though the difference was statistically significant. Based on the first objective,</p><p>the result showed that the online game-based learning can improve students</p><p>achievement where it showed a significant increase of test marks after the intervention.</p><p>The second objective also have been achieved where the result of this study show that</p><p>pupils have an overall good perception on the use of online game-based learning in</p><p>teaching Science Form 1 for the subtopic of the Human Body System. The result</p><p>showed that the mean score of post-tests for treatment group was higher (66.23%) than</p><p>the pre-test group (57.53%). The overall mean value from questionnaire survey was</p><p>3.62. It was concluded that, the treated students require online game-based learning</p><p>activities as a teaching tool in class. The implications of this research is that teachers</p><p>are able to know such a way to help underachieving students and implement suggestions</p><p>to improvise and upgrade the understanding level of a Science chapter in the school.</p> 2022 thesis https://ir.upsi.edu.my/detailsg.php?det=8958 https://ir.upsi.edu.my/detailsg.php?det=8958 text eng closedAccess Masters Universiti Pendidikan Sultan Idris Fakulti Sains dan Matematik <p>Bakan, Ugur & Bakan, Ufuk. (2018). Game-Based Learning Studies in Education</p><p>Journals: A Systematic Review of Recent Trends. Actualidades Pedagogicas. 119-145.</p><p>10.19052/ap.5245.</p><p></p><p>Castanuela, Mary-Helen. (2020). Re: Operational Definition and Conceptual</p><p>Definition. 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Game-based remedial instruction in mastery learning for upper-primary</p><p>school students. Educational Technology & Society, 16(2), 271-281.</p><p></p><p>Maheshwari V.K (2017). The Problem Solving Method in Education.</p><p>www.vkmaheshwari.com</p><p></p><p>Mazeyanti M A (2013), GaD-eM: An Adaptive Game Design Model for Malaysian,</p><p>Proceedings for 3rd Global Conference for Academic Research on Scientific and</p><p>Emerging Technologies.</p><p></p><p>Muganga, Lawrence & Ssenkusu, Peter. (2019). Teacher-Centered vs. Student-</p><p>Centered. Cultural and Pedagogical Inquiry. 11. 16-40. 10.18733/cpi29481.</p><p></p><p>Ng, W. (2015). New Digital Technology in Education. doi:10.1007/978-3-319-05822-</p><p>1 Osman, K., &Aini B, N. (2012). Educational Computer Games for Malaysian</p><p>Classrooms: Issues and Challenges. Asian Social Science, 8(11),7584.</p><p></p><p>Papastergiou, M. (2009). 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