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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Main Author: May Asliza Tan Zalilah
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Published: 2019
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institution Universiti Pendidikan Sultan Idris
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topic LB Theory and practice of education
spellingShingle 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
description 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.
format thesis
qualification_name
qualification_level Doctorate
author May Asliza Tan Zalilah
author_facet May Asliza Tan Zalilah
author_sort 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
granting_institution Universiti Pendidikan Sultan Idris
granting_department Fakulti Seni, Komputeran dan Industri Kreatif
publishDate 2019
url https://ir.upsi.edu.my/detailsg.php?det=4806
_version_ 1747833152160661504
spelling 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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