Faktor pengaruh penerimaan gamifikasi aplikasi Kahoot dalam kalangan pelajar kaunseling

<p>Kajian ini bertujuan untuk menentukan hubungan antara faktor pengaruh penerimaan</p><p>gamifikasi dalam aplikasi Kahoot dengan prestasi, keseronokan dan kemudahgunaan</p><p>dalam kalangan pelajar Sarjana Pendidikan (Bimbingan d...

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Main Author: Nurul Akhilah Abd Rasak
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Published: 2023
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Online Access:https://ir.upsi.edu.my/detailsg.php?det=11139
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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
Nurul Akhilah Abd Rasak
Faktor pengaruh penerimaan gamifikasi aplikasi Kahoot dalam kalangan pelajar kaunseling
description <p>Kajian ini bertujuan untuk menentukan hubungan antara faktor pengaruh penerimaan</p><p>gamifikasi dalam aplikasi Kahoot dengan prestasi, keseronokan dan kemudahgunaan</p><p>dalam kalangan pelajar Sarjana Pendidikan (Bimbingan dan Kaunseling) di Universiti</p><p>Pendidikan Sultan Idris. Seramai 40 orang responden daripada pelajar Sarjana Muda</p><p>Pendidikan (Bimbingan dan Kaunseling) di Universiti Pendidikan Sultan Idris yang</p><p>mengambil subjek Teori Kaunseling. Instrumen soal selidik menggunakan item-item</p><p>yang di adaptasi daripada Model Penerimaan Teknologi (TAM). Data dianalisis</p><p>mengguna statistik deskriptif dan ujian korelasi Pearson r. Hasil kajian mendapati</p><p>hubungan yang signifikan dalam penerimaan gamifikasi aplikasi Kahoot untuk subjek</p><p>Teori Kaunseling bagi konstruk prestasi (r = .781), keseronokan (r = .756) dan</p><p>kemudahgunaan (r = .875). Analisis regresi menunjukkan prestasi, keseronokan dan</p><p>kemudahgunaan menyumbang kepada 82.4 peratus, (adjusted R Square, R2 = .824)</p><p>terhadap penerimaan gamifikasi aplikasi Kahoot dalam subjek Teori Kaunseling.</p><p>Kesimpulannya, penerimaan gamifikasi dalam aplikasi Kahoot terhadap pelajar Sarjana</p><p>Muda Pendidikan (Bimbingan dan Kaunseling) bagi subjek Teori Kaunseling adalah</p><p>baik berdasarkan Model Penerimaan Teknologi. Kajian ini memberi implikasi bahawa</p><p>penggunaan gamifikasi dalam aplikasi Kahoot boleh diteruskan dan diperluaskan</p><p>sebagai bahan bantu mengajar dalam pembelajaran kandungan berasaskan teori.</p>
format thesis
qualification_name
qualification_level Master's degree
author Nurul Akhilah Abd Rasak
author_facet Nurul Akhilah Abd Rasak
author_sort Nurul Akhilah Abd Rasak
title Faktor pengaruh penerimaan gamifikasi aplikasi Kahoot dalam kalangan pelajar kaunseling
title_short Faktor pengaruh penerimaan gamifikasi aplikasi Kahoot dalam kalangan pelajar kaunseling
title_full Faktor pengaruh penerimaan gamifikasi aplikasi Kahoot dalam kalangan pelajar kaunseling
title_fullStr Faktor pengaruh penerimaan gamifikasi aplikasi Kahoot dalam kalangan pelajar kaunseling
title_full_unstemmed Faktor pengaruh penerimaan gamifikasi aplikasi Kahoot dalam kalangan pelajar kaunseling
title_sort faktor pengaruh penerimaan gamifikasi aplikasi kahoot dalam kalangan pelajar kaunseling
granting_institution Universiti Pendidikan Sultan Idris
granting_department Fakulti Komputeran dan META-Teknologi
publishDate 2023
url https://ir.upsi.edu.my/detailsg.php?det=11139
_version_ 1811774755048521728
spelling oai:ir.upsi.edu.my:111392024-07-22 Faktor pengaruh penerimaan gamifikasi aplikasi Kahoot dalam kalangan pelajar kaunseling 2023 Nurul Akhilah Abd Rasak LB Theory and practice of education <p>Kajian ini bertujuan untuk menentukan hubungan antara faktor pengaruh penerimaan</p><p>gamifikasi dalam aplikasi Kahoot dengan prestasi, keseronokan dan kemudahgunaan</p><p>dalam kalangan pelajar Sarjana Pendidikan (Bimbingan dan Kaunseling) di Universiti</p><p>Pendidikan Sultan Idris. Seramai 40 orang responden daripada pelajar Sarjana Muda</p><p>Pendidikan (Bimbingan dan Kaunseling) di Universiti Pendidikan Sultan Idris yang</p><p>mengambil subjek Teori Kaunseling. Instrumen soal selidik menggunakan item-item</p><p>yang di adaptasi daripada Model Penerimaan Teknologi (TAM). Data dianalisis</p><p>mengguna statistik deskriptif dan ujian korelasi Pearson r. Hasil kajian mendapati</p><p>hubungan yang signifikan dalam penerimaan gamifikasi aplikasi Kahoot untuk subjek</p><p>Teori Kaunseling bagi konstruk prestasi (r = .781), keseronokan (r = .756) dan</p><p>kemudahgunaan (r = .875). Analisis regresi menunjukkan prestasi, keseronokan dan</p><p>kemudahgunaan menyumbang kepada 82.4 peratus, (adjusted R Square, R2 = .824)</p><p>terhadap penerimaan gamifikasi aplikasi Kahoot dalam subjek Teori Kaunseling.</p><p>Kesimpulannya, penerimaan gamifikasi dalam aplikasi Kahoot terhadap pelajar Sarjana</p><p>Muda Pendidikan (Bimbingan dan Kaunseling) bagi subjek Teori Kaunseling adalah</p><p>baik berdasarkan Model Penerimaan Teknologi. Kajian ini memberi implikasi bahawa</p><p>penggunaan gamifikasi dalam aplikasi Kahoot boleh diteruskan dan diperluaskan</p><p>sebagai bahan bantu mengajar dalam pembelajaran kandungan berasaskan teori.</p> 2023 thesis https://ir.upsi.edu.my/detailsg.php?det=11139 https://ir.upsi.edu.my/detailsg.php?det=11139 text zsm openAccess Masters Universiti Pendidikan Sultan Idris Fakulti Komputeran dan META-Teknologi <p>Ab. Rahman, R., Ahmad,S., & Hashim, U.R. (2018). The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia. International Journal of Educational Technology in Higher Education, 15(1). https://doi.org/10.1186/s41239-018-0123-0</p><p>Abd. Aziz Abd. Talib (2007). Pedagogi bahasa Melayu: Prinsip, kaedah dan teknik (Edisi 4). Kuala Lumpur: Utusan Publications & Distributors Sdn. Bhd.</p><p>Ahmad & Wan (2019). 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