Faktor-faktor kesediaan guru sekolah menengah di daerah Kuantan dalam melaksanakan pembelajaran berasaskan permainan digital
<p>Kajian ini bertujuan untuk mengenali faktor-faktor kesediaan guru sekolah menengah</p><p>di daerah Kuantan dalam melaksanakan pembelajaran berasaskan permainan digital</p><p>semasa pembelajaran dan pemudahcaraan (PdPc). Kajian...
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LB Theory and practice of education Farah Waheeda Hashim Faktor-faktor kesediaan guru sekolah menengah di daerah Kuantan dalam melaksanakan pembelajaran berasaskan permainan digital |
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<p>Kajian ini bertujuan untuk mengenali faktor-faktor kesediaan guru sekolah menengah</p><p>di daerah Kuantan dalam melaksanakan pembelajaran berasaskan permainan digital</p><p>semasa pembelajaran dan pemudahcaraan (PdPc). Kajian ini menggunakan pendekatan</p><p>kuantitatif berasaskan rekabentuk tinjauan. Populasi kajian terdiri daripada guru-guru</p><p>sekolah menengah di daerah Kuantan, Pahang. Seramai 341 orang guru telah dipilih</p><p>sebagai sampel dalam kajian ini. Pemilihan dibuat secara persampelan rawak mudah.</p><p>Dapatan kajian menunjukkan tahap pelaksanaan pembelajaran berasaskan permainan</p><p>adalah pada tahap sederhana (M=3.12, SP=0.61). Kesediaan guru untuk melaksanakan</p><p>pembelajaran berasaskan permainana digital dari aspek kemahiran guru (M=2.80,</p><p>SP=0.79), sumber guru (M=2.87, SP=0.69), sikap guru (M=3.43, SP=0.63), latihan</p><p>guru (M=2.72, SP=0.75) dan kebimbangan guru (M=3.26, SP=0.69) terhadap</p><p>pelaksanaan pembelajaran berasaskan permainan digital adalah pada tahap sederhana.</p><p>Analisis lanjutan menunjukkan terdapat hubungan signifikan positif yang kuat antara</p><p>kemahiran guru (r = .725, p = .000), sikap guru (r = .602, p = .000), dan latihan guru (r</p><p>= .585, p = .000), dengan pelaksanaan pembelajaran berasaskan permainan digital.</p><p>Manakala bagi hubungan antara sumber guru (r = .491, p = .000), dengan pelaksanaan</p><p>pembelajaran berasaskan permainan digital menunjukkan hubungan signifikan positif</p><p>yang sederhana dan, bagi hubungan antara kebimbangan guru (r = -.297, p = .000),</p><p>dengan pelaksanaan pembelajaran berasaskan permainan digital menunjukkan</p><p>hubungan signifikan negatif yang lemah. Kesimpulannya pelaksanaan pembelajaran</p><p>berasaskan permainan digital berada pada tahap sederhana dalam kalangan guru.</p><p>Justeru pihak KPM khususnya pihak sekolah seharusnya merancang keperluan latihan</p><p>teknologi digital secara formal mengikut bidang mata pelajaran kepada guru-guru,</p><p>keperluan menambah dan mempelbagaikan koleksi bahan pembelajaran berasaskan</p><p>permainan digital di sekolah serta menyusun semula strategi penyebaran penggunaan</p><p>permainan digital dalam kalangan guru di sekolah. Guru pula perlulah mengambil</p><p>inisiatif bagi memastikan mereka mampu menjadi agen perubahan yang memastikan</p><p>penyebaran teknologi permainan digital dapat disebarkan secara meluas sesuai dengan</p><p>perubahan Pendidikan global.</p> |
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Master's degree |
author |
Farah Waheeda Hashim |
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Farah Waheeda Hashim |
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Farah Waheeda Hashim |
title |
Faktor-faktor kesediaan guru sekolah menengah di daerah Kuantan dalam melaksanakan pembelajaran berasaskan permainan digital |
title_short |
Faktor-faktor kesediaan guru sekolah menengah di daerah Kuantan dalam melaksanakan pembelajaran berasaskan permainan digital |
title_full |
Faktor-faktor kesediaan guru sekolah menengah di daerah Kuantan dalam melaksanakan pembelajaran berasaskan permainan digital |
title_fullStr |
Faktor-faktor kesediaan guru sekolah menengah di daerah Kuantan dalam melaksanakan pembelajaran berasaskan permainan digital |
title_full_unstemmed |
Faktor-faktor kesediaan guru sekolah menengah di daerah Kuantan dalam melaksanakan pembelajaran berasaskan permainan digital |
title_sort |
faktor-faktor kesediaan guru sekolah menengah di daerah kuantan dalam melaksanakan pembelajaran berasaskan permainan digital |
granting_institution |
Universiti Pendidikan Sultan Idris |
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Fakulti Pembangunan Manusia |
publishDate |
2021 |
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https://ir.upsi.edu.my/detailsg.php?det=7243 |
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oai:ir.upsi.edu.my:72432022-07-14 Faktor-faktor kesediaan guru sekolah menengah di daerah Kuantan dalam melaksanakan pembelajaran berasaskan permainan digital 2021 Farah Waheeda Hashim LB Theory and practice of education <p>Kajian ini bertujuan untuk mengenali faktor-faktor kesediaan guru sekolah menengah</p><p>di daerah Kuantan dalam melaksanakan pembelajaran berasaskan permainan digital</p><p>semasa pembelajaran dan pemudahcaraan (PdPc). Kajian ini menggunakan pendekatan</p><p>kuantitatif berasaskan rekabentuk tinjauan. Populasi kajian terdiri daripada guru-guru</p><p>sekolah menengah di daerah Kuantan, Pahang. Seramai 341 orang guru telah dipilih</p><p>sebagai sampel dalam kajian ini. Pemilihan dibuat secara persampelan rawak mudah.</p><p>Dapatan kajian menunjukkan tahap pelaksanaan pembelajaran berasaskan permainan</p><p>adalah pada tahap sederhana (M=3.12, SP=0.61). Kesediaan guru untuk melaksanakan</p><p>pembelajaran berasaskan permainana digital dari aspek kemahiran guru (M=2.80,</p><p>SP=0.79), sumber guru (M=2.87, SP=0.69), sikap guru (M=3.43, SP=0.63), latihan</p><p>guru (M=2.72, SP=0.75) dan kebimbangan guru (M=3.26, SP=0.69) terhadap</p><p>pelaksanaan pembelajaran berasaskan permainan digital adalah pada tahap sederhana.</p><p>Analisis lanjutan menunjukkan terdapat hubungan signifikan positif yang kuat antara</p><p>kemahiran guru (r = .725, p = .000), sikap guru (r = .602, p = .000), dan latihan guru (r</p><p>= .585, p = .000), dengan pelaksanaan pembelajaran berasaskan permainan digital.</p><p>Manakala bagi hubungan antara sumber guru (r = .491, p = .000), dengan pelaksanaan</p><p>pembelajaran berasaskan permainan digital menunjukkan hubungan signifikan positif</p><p>yang sederhana dan, bagi hubungan antara kebimbangan guru (r = -.297, p = .000),</p><p>dengan pelaksanaan pembelajaran berasaskan permainan digital menunjukkan</p><p>hubungan signifikan negatif yang lemah. Kesimpulannya pelaksanaan pembelajaran</p><p>berasaskan permainan digital berada pada tahap sederhana dalam kalangan guru.</p><p>Justeru pihak KPM khususnya pihak sekolah seharusnya merancang keperluan latihan</p><p>teknologi digital secara formal mengikut bidang mata pelajaran kepada guru-guru,</p><p>keperluan menambah dan mempelbagaikan koleksi bahan pembelajaran berasaskan</p><p>permainan digital di sekolah serta menyusun semula strategi penyebaran penggunaan</p><p>permainan digital dalam kalangan guru di sekolah. Guru pula perlulah mengambil</p><p>inisiatif bagi memastikan mereka mampu menjadi agen perubahan yang memastikan</p><p>penyebaran teknologi permainan digital dapat disebarkan secara meluas sesuai dengan</p><p>perubahan Pendidikan global.</p> 2021 thesis https://ir.upsi.edu.my/detailsg.php?det=7243 https://ir.upsi.edu.my/detailsg.php?det=7243 text zsm closedAccess Masters Universiti Pendidikan Sultan Idris Fakulti Pembangunan Manusia <p>Abdul Wahab, I. G., Kamaliah, H. 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