Keberkesanan pembelajaran berasaskan permainan dalam pencapian dan minat tajuk haiwan sains tahun 3
<p>Kajian ini bertujuan untuk mengkaji kesan pembelajaran berasaskan</p><p>permainan terhadap pencapaian dan minat murid dalam tajuk haiwan bagi</p><p>matapelajaran sains tahun 3. Pembelajaran berasaskan permainan merupakan<...
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LB Theory and practice of education Saranhea Kannapiran Keberkesanan pembelajaran berasaskan permainan dalam pencapian dan minat tajuk haiwan sains tahun 3 |
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<p>Kajian ini bertujuan untuk mengkaji kesan pembelajaran berasaskan</p><p>permainan terhadap pencapaian dan minat murid dalam tajuk haiwan bagi</p><p>matapelajaran sains tahun 3. Pembelajaran berasaskan permainan merupakan</p><p>strategi pengajaran berpusatkan murid yang sesuai dalam proses pengajaran</p><p>dan pembelajaran. Kaedah penyelidikan kuantitatif digunakan dalam kajian</p><p>ini. Reka bentuk kuasi eksperimen telah dijalankan di sebuah sekolah di</p><p>negeri Perak. Seramai 95 orang murid terlibat dan mereka telah dibahagikan</p><p>kepada tiga kumpulan iaitu 63 orang murid dalam kumpulan rawatan (31</p><p>orang murid di kumpulan A dan 32 orang murid di kumpulan B) dan 32</p><p>orang murid dalam kumpulan kawalan. Kumpulan A telah menjalankan</p><p>permainan berasaskan digital manakala kumpulan B berasaskan permainan</p><p>bukan digital iaitu dengan menggunakan permainan kad dan kumpulan</p><p>kawalan menjalankan pembelajaran tradisional. Dua jenis instrumen</p><p>digunakan iaitu ujian untuk mengukur pencapaian dan soal selidik untuk</p><p>mengukur minat. Data dianalisis menggunakan ANCOVA dan ANOVA untuk</p><p>membandingkan skor pencapaian dan minat murid di antara ketiga-tiga</p><p>kumpulan. Statistik ANCOVA melaporkan bahawa terdapat perbezaan yang</p><p>signifikan dalam skor ujian pasca antara kumpulan eksperimen dan kawalan</p><p>di mana laporan tersebut menunjukkan [F(2,91)=75.73,p<0.05]. Malahan,</p><p>hasil data kajian minat murid turut menunjukkan bahawa pembelajaran</p><p>berasaskan permainan digital paling diminati berbanding pembelajaran</p><p>berasaskan permainan bukan digital dan pembelajaran tradisional. Dapatan</p><p>kajian menunjukkan bahawa pembelajaran berasaskan permainan memberi</p><p>kesan positif terhadap pencapaian dan minat murid dalam sains. Implikasi</p><p>kajian ini kepada semua pihak yang terlibat dalam dunia pembelajaran</p><p>terutamanya kalangan guru khususnya kepada peringkat sekolah rendah.</p><p>Kaedah ini harus digalakkan dalam kalangan guru bagi meningkatkan</p><p>pencapaian dan minat murid dalam sains.</p> |
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Saranhea Kannapiran |
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Keberkesanan pembelajaran berasaskan permainan dalam pencapian dan minat tajuk haiwan sains tahun 3 |
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Keberkesanan pembelajaran berasaskan permainan dalam pencapian dan minat tajuk haiwan sains tahun 3 |
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Keberkesanan pembelajaran berasaskan permainan dalam pencapian dan minat tajuk haiwan sains tahun 3 |
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Keberkesanan pembelajaran berasaskan permainan dalam pencapian dan minat tajuk haiwan sains tahun 3 |
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Keberkesanan pembelajaran berasaskan permainan dalam pencapian dan minat tajuk haiwan sains tahun 3 |
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keberkesanan pembelajaran berasaskan permainan dalam pencapian dan minat tajuk haiwan sains tahun 3 |
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Universiti Pendidikan Sultan Idris |
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2022 |
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oai:ir.upsi.edu.my:97932024-01-09 Keberkesanan pembelajaran berasaskan permainan dalam pencapian dan minat tajuk haiwan sains tahun 3 2022 Saranhea Kannapiran LB Theory and practice of education <p>Kajian ini bertujuan untuk mengkaji kesan pembelajaran berasaskan</p><p>permainan terhadap pencapaian dan minat murid dalam tajuk haiwan bagi</p><p>matapelajaran sains tahun 3. Pembelajaran berasaskan permainan merupakan</p><p>strategi pengajaran berpusatkan murid yang sesuai dalam proses pengajaran</p><p>dan pembelajaran. Kaedah penyelidikan kuantitatif digunakan dalam kajian</p><p>ini. Reka bentuk kuasi eksperimen telah dijalankan di sebuah sekolah di</p><p>negeri Perak. Seramai 95 orang murid terlibat dan mereka telah dibahagikan</p><p>kepada tiga kumpulan iaitu 63 orang murid dalam kumpulan rawatan (31</p><p>orang murid di kumpulan A dan 32 orang murid di kumpulan B) dan 32</p><p>orang murid dalam kumpulan kawalan. Kumpulan A telah menjalankan</p><p>permainan berasaskan digital manakala kumpulan B berasaskan permainan</p><p>bukan digital iaitu dengan menggunakan permainan kad dan kumpulan</p><p>kawalan menjalankan pembelajaran tradisional. Dua jenis instrumen</p><p>digunakan iaitu ujian untuk mengukur pencapaian dan soal selidik untuk</p><p>mengukur minat. Data dianalisis menggunakan ANCOVA dan ANOVA untuk</p><p>membandingkan skor pencapaian dan minat murid di antara ketiga-tiga</p><p>kumpulan. Statistik ANCOVA melaporkan bahawa terdapat perbezaan yang</p><p>signifikan dalam skor ujian pasca antara kumpulan eksperimen dan kawalan</p><p>di mana laporan tersebut menunjukkan [F(2,91)=75.73,p<0.05]. Malahan,</p><p>hasil data kajian minat murid turut menunjukkan bahawa pembelajaran</p><p>berasaskan permainan digital paling diminati berbanding pembelajaran</p><p>berasaskan permainan bukan digital dan pembelajaran tradisional. Dapatan</p><p>kajian menunjukkan bahawa pembelajaran berasaskan permainan memberi</p><p>kesan positif terhadap pencapaian dan minat murid dalam sains. Implikasi</p><p>kajian ini kepada semua pihak yang terlibat dalam dunia pembelajaran</p><p>terutamanya kalangan guru khususnya kepada peringkat sekolah rendah.</p><p>Kaedah ini harus digalakkan dalam kalangan guru bagi meningkatkan</p><p>pencapaian dan minat murid dalam sains.</p> 2022 thesis https://ir.upsi.edu.my/detailsg.php?det=9793 https://ir.upsi.edu.my/detailsg.php?det=9793 text zsm closedAccess Masters Universiti Pendidikan Sultan Idris Fakulti Pembangunan Manusia <p>Abdul Rabu, S. N. & Talib, Z. 2017. The effects of digital game-based learning on primary school students English vocabulary achievement and acceptance. Innovative Teaching Learning Journal 1(1):61-74.</p><p>Academy of Sciences Malaysia. 2015. Science Outlook: Action Towards Vision. AcademyofSciences Malaysia.</p><p>Agranovich, S., & Assaraf, O, B. (2013). 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