Kesan intervensi permainan digital bagi mengukur emosi, minat dan kefahaman konsep asas pengaturcaraan dalam kalangan pelajar kolej komuniti
Kajian ini bertujuan untuk menganalisis kesan intervensi permainan digital bagimengukur emosi, minat dan kefahaman konsep asas pengaturcaraan dalam kalangan pelajar. Reka bentukdan pembangunan permainan digital yang dinamakan MAFKA1 menggunakan Model Reka Bentuk Permainan(IPO) dan Kerangka Mekanik,...
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LB Theory and practice of education May Asliza Tan Zalilah Kesan intervensi permainan digital bagi mengukur emosi, minat dan kefahaman konsep asas pengaturcaraan dalam kalangan pelajar kolej komuniti |
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Kajian ini bertujuan untuk menganalisis kesan intervensi permainan digital bagimengukur emosi, minat dan kefahaman konsep asas pengaturcaraan dalam kalangan pelajar. Reka bentukdan pembangunan permainan digital yang dinamakan MAFKA1 menggunakan Model Reka Bentuk Permainan(IPO) dan Kerangka Mekanik, Dinamik dan Estetika (MDA). Pendekatan kuantitatif dengan reka bentukeksperimen benar melibatkan kaedah ujian pra-pasca dan perbandingan relatif pasca-pra telahdigunakan dalam kajian ini. Pemilihan sampel kajian dijalankan secara pensampelan rawak berkelompokmelibatkan 150 orang pelajar program Sijil Aplikasi Perisian Komputer (SAPK) dari kolej komunitimengikut tiga zon semenanjung Malaysia. Subjek kajian terdiri daripada kumpulan KG, kumpulan KV dankumpulan KVG. Analisis data berpandukan statistik ujian-t, ujian MANOVA dan analisis regresimenggunakan perisian Statistical Package for Social Science (SPSS v.22). Dapatan kajian melaluiujian-t mendapati tahap kebolehgunaan prototaip permainan digital MAFKA1 tertumpu pada tahapkriteria tinggi berdasarkan responden pelajar dan pakar bidang yang tiada perbezaan. Ujianmultivariate menunjukkan terdapat kesan peningkatan minat pelajar bagi konstruk tumpuan berbandingkonstruk relevan, yakin dan kepuasan terhadap kefahaman konsep asas pengaturcaraan yang berbeza diantara kumpulan intervensi. Dapatan kajian juga mendapati ujian multivariate emosi positif danemosi negatif menunjukkan terdapat kesan peningkatan emosi positif bagi konstruk seronok danterdapat kesan pengurangan emosi negatif bagi konstruk bosan yang berbeza di antara kumpulanintervensi. Ujian multivariate emosi positif dan emosi negatif juga menunjukkan persekitaran kelasdan alatan PdP mempengaruhi emosi positif pelajar manakala persekitaran kelas mempengaruhi emosinegatif pelajar. Dapatan analisis regresi menunjukkan kefahaman konsep asas pengaturcaraan diantara kumpulan intervensi dipengaruhi oleh minat berbanding emosi pelajar. Kesimpulannya,intervensi permainan digital MAFKA1 dapat mengatasi kesukaran pelajar dalam memahami konsep asaspengaturcaraan bersandar pada minat dan emosi pelajar. Implikasinya, kefahaman pelajar terhadaptopik pembelajaran dapat ditingkatkan melalui pendekatan pembelajaran berasaskan permainandigital yangbersesuaian untuk diintegrasikan dalam proses pengajaran dan pembelajaran. |
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May Asliza Tan Zalilah |
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May Asliza Tan Zalilah |
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May Asliza Tan Zalilah |
title |
Kesan intervensi permainan digital bagi mengukur emosi, minat dan kefahaman konsep asas pengaturcaraan dalam kalangan pelajar kolej komuniti |
title_short |
Kesan intervensi permainan digital bagi mengukur emosi, minat dan kefahaman konsep asas pengaturcaraan dalam kalangan pelajar kolej komuniti |
title_full |
Kesan intervensi permainan digital bagi mengukur emosi, minat dan kefahaman konsep asas pengaturcaraan dalam kalangan pelajar kolej komuniti |
title_fullStr |
Kesan intervensi permainan digital bagi mengukur emosi, minat dan kefahaman konsep asas pengaturcaraan dalam kalangan pelajar kolej komuniti |
title_full_unstemmed |
Kesan intervensi permainan digital bagi mengukur emosi, minat dan kefahaman konsep asas pengaturcaraan dalam kalangan pelajar kolej komuniti |
title_sort |
kesan intervensi permainan digital bagi mengukur emosi, minat dan kefahaman konsep asas pengaturcaraan dalam kalangan pelajar kolej komuniti |
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Universiti Pendidikan Sultan Idris |
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Fakulti Seni, Komputeran dan Industri Kreatif |
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2019 |
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https://ir.upsi.edu.my/detailsg.php?det=4806 |
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oai:ir.upsi.edu.my:48062020-03-11 Kesan intervensi permainan digital bagi mengukur emosi, minat dan kefahaman konsep asas pengaturcaraan dalam kalangan pelajar kolej komuniti 2019 May Asliza Tan Zalilah LB Theory and practice of education Kajian ini bertujuan untuk menganalisis kesan intervensi permainan digital bagimengukur emosi, minat dan kefahaman konsep asas pengaturcaraan dalam kalangan pelajar. Reka bentukdan pembangunan permainan digital yang dinamakan MAFKA1 menggunakan Model Reka Bentuk Permainan(IPO) dan Kerangka Mekanik, Dinamik dan Estetika (MDA). Pendekatan kuantitatif dengan reka bentukeksperimen benar melibatkan kaedah ujian pra-pasca dan perbandingan relatif pasca-pra telahdigunakan dalam kajian ini. Pemilihan sampel kajian dijalankan secara pensampelan rawak berkelompokmelibatkan 150 orang pelajar program Sijil Aplikasi Perisian Komputer (SAPK) dari kolej komunitimengikut tiga zon semenanjung Malaysia. Subjek kajian terdiri daripada kumpulan KG, kumpulan KV dankumpulan KVG. Analisis data berpandukan statistik ujian-t, ujian MANOVA dan analisis regresimenggunakan perisian Statistical Package for Social Science (SPSS v.22). Dapatan kajian melaluiujian-t mendapati tahap kebolehgunaan prototaip permainan digital MAFKA1 tertumpu pada tahapkriteria tinggi berdasarkan responden pelajar dan pakar bidang yang tiada perbezaan. Ujianmultivariate menunjukkan terdapat kesan peningkatan minat pelajar bagi konstruk tumpuan berbandingkonstruk relevan, yakin dan kepuasan terhadap kefahaman konsep asas pengaturcaraan yang berbeza diantara kumpulan intervensi. Dapatan kajian juga mendapati ujian multivariate emosi positif danemosi negatif menunjukkan terdapat kesan peningkatan emosi positif bagi konstruk seronok danterdapat kesan pengurangan emosi negatif bagi konstruk bosan yang berbeza di antara kumpulanintervensi. Ujian multivariate emosi positif dan emosi negatif juga menunjukkan persekitaran kelasdan alatan PdP mempengaruhi emosi positif pelajar manakala persekitaran kelas mempengaruhi emosinegatif pelajar. Dapatan analisis regresi menunjukkan kefahaman konsep asas pengaturcaraan diantara kumpulan intervensi dipengaruhi oleh minat berbanding emosi pelajar. Kesimpulannya,intervensi permainan digital MAFKA1 dapat mengatasi kesukaran pelajar dalam memahami konsep asaspengaturcaraan bersandar pada minat dan emosi pelajar. Implikasinya, kefahaman pelajar terhadaptopik pembelajaran dapat ditingkatkan melalui pendekatan pembelajaran berasaskan permainandigital yangbersesuaian untuk diintegrasikan dalam proses pengajaran dan pembelajaran. 2019 thesis https://ir.upsi.edu.my/detailsg.php?det=4806 https://ir.upsi.edu.my/detailsg.php?det=4806 text zsm closedAccess Doctoral Universiti Pendidikan Sultan Idris Fakulti Seni, Komputeran dan Industri Kreatif Ahmad Munawar Ismail dan Mohd Nor Shahizan Ali. 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