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&lt...

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Main Author: Saranhea Kannapiran
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Published: 2022
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Online Access:https://ir.upsi.edu.my/detailsg.php?det=9793
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institution Universiti Pendidikan Sultan Idris
collection UPSI Digital Repository
language zsm
topic LB Theory and practice of education
spellingShingle LB Theory and practice of education
Saranhea Kannapiran
Keberkesanan pembelajaran berasaskan permainan dalam pencapian dan minat tajuk haiwan sains tahun 3
description <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>
format thesis
qualification_name
qualification_level Master's degree
author Saranhea Kannapiran
author_facet Saranhea Kannapiran
author_sort Saranhea Kannapiran
title Keberkesanan pembelajaran berasaskan permainan dalam pencapian dan minat tajuk haiwan sains tahun 3
title_short Keberkesanan pembelajaran berasaskan permainan dalam pencapian dan minat tajuk haiwan sains tahun 3
title_full Keberkesanan pembelajaran berasaskan permainan dalam pencapian dan minat tajuk haiwan sains tahun 3
title_fullStr Keberkesanan pembelajaran berasaskan permainan dalam pencapian dan minat tajuk haiwan sains tahun 3
title_full_unstemmed Keberkesanan pembelajaran berasaskan permainan dalam pencapian dan minat tajuk haiwan sains tahun 3
title_sort keberkesanan pembelajaran berasaskan permainan dalam pencapian dan minat tajuk haiwan sains tahun 3
granting_institution Universiti Pendidikan Sultan Idris
granting_department Fakulti Pembangunan Manusia
publishDate 2022
url https://ir.upsi.edu.my/detailsg.php?det=9793
_version_ 1794025748181286912
spelling 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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