Pembangunan PhyKER Games bagi tajuk litar elektrik sekolah menengah dan kesannya ke atas motivasi dan pencapaian
<p>Kajian ini bertujuan membangunkan permainan yang dinamai PhyKER Games bagi</p><p>tajuk Litar Elektrik untuk pelajar sekolah menengah dan menguji kesan</p><p>penggunaannya dalam pembelajaran ke atas pencapaian dan motivasi pelaj...
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QC Physics Norfaridatul Akmar Hasim Pembangunan PhyKER Games bagi tajuk litar elektrik sekolah menengah dan kesannya ke atas motivasi dan pencapaian |
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<p>Kajian ini bertujuan membangunkan permainan yang dinamai PhyKER Games bagi</p><p>tajuk Litar Elektrik untuk pelajar sekolah menengah dan menguji kesan</p><p>penggunaannya dalam pembelajaran ke atas pencapaian dan motivasi pelajar. Kajian</p><p>ini menggunakan reka bentuk Kajian Perekaan dan Pembangunan (DDR) termasuk</p><p>kuasi eksperimen bagi menentukan kesan penggunaan permainan tersebut. Fasa</p><p>pertama kajian iaitu analisis keperluan melibatkan keseluruhan populasi 504 pelajar di</p><p>sekolah Wilayah Persekutuan Putrajaya. Seramai 384 pelajar Tingkatan 5 memberi</p><p>respon yang mana 66.9% pelajar menyatakan tajuk Elektrik adalah tajuk yang paling</p><p>sukar manakala kaedah pembelajaran berasaskan permainan menjadi pilihan 62.2%</p><p>pelajar. Fasa kedua kajian iaitu reka bentuk dan pembangunan PhyKER Games</p><p>melibatkan seramai tiga orang pakar bagi mendapatkan kesahan kandungan. Dapatan</p><p>menunjukkan PhyKER Games mempunyai kesahan kandungan yang memuaskan</p><p>dengan nilai Indeks Kesahan Kandungan 0.95. Bagi menguji kebolehgunaan dan</p><p>kebolehlaksanaan PhyKER Games instrumen yang digunakan ialah soal selidik yang</p><p>diadaptasi daripada instrumen sedia ada. Dapatan menunjukkan PhyKER Games</p><p>mempunyai kebolehlaksanaan dan kebolehgunaan yang baik dengan peratus</p><p>persetujuan antara pengguna melebihi 75%. Bahagian terakhir kajian ialah fasa</p><p>penilaian kesan penggunaan PhyKER Games. Dapatan menunjukkan bahawa terdapat</p><p>perbezaan yang signifikan antara pencapaian skor pelajar dalam kumpulan rawatan</p><p>(n=30, M = 66.58, SD = 11.587) melalui ujian-t sampel bebas dengan nilai t (58) = -</p><p>5.960, p = 0.000, dengan pelajar dalam kumpulan kawalan (n=30, M = 50.92, SD =</p><p>8.547). Analisis korelasi Pearson dengan nilai r=0.82 menunjukkan terdapat hubungan</p><p>yang kuat dan signifikan antara motivasi menggunakan PhyKER Games dengan skor</p><p>pencapaian pascaujian. Kesimpulannya, kajian ini berjaya membangunkan sebuah</p><p>permainan pendidikan dalam tajuk Litar Elektrik yang berkesan dalam meningkatkan</p><p>pencapaian dan motivasi pelajar. Implikasinya, PhyKER Games boleh dijadikan</p><p>sebagai rujukan kepada guru sebagai contoh permainan yang berkesan dan oleh itu</p><p>boleh dimanfaatkan dalam pembelajaran berasaskan permainan. Selain itu, PhyKER</p><p>Games boleh menjadi panduan bagi penyelidik dan guru bagi membangunkan</p><p>permainan serupa bagi tujuan pengajaran dan pembelajaran.</p> |
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Norfaridatul Akmar Hasim |
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Norfaridatul Akmar Hasim |
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Norfaridatul Akmar Hasim |
title |
Pembangunan PhyKER Games bagi tajuk litar elektrik sekolah menengah dan kesannya ke atas motivasi dan pencapaian |
title_short |
Pembangunan PhyKER Games bagi tajuk litar elektrik sekolah menengah dan kesannya ke atas motivasi dan pencapaian |
title_full |
Pembangunan PhyKER Games bagi tajuk litar elektrik sekolah menengah dan kesannya ke atas motivasi dan pencapaian |
title_fullStr |
Pembangunan PhyKER Games bagi tajuk litar elektrik sekolah menengah dan kesannya ke atas motivasi dan pencapaian |
title_full_unstemmed |
Pembangunan PhyKER Games bagi tajuk litar elektrik sekolah menengah dan kesannya ke atas motivasi dan pencapaian |
title_sort |
pembangunan phyker games bagi tajuk litar elektrik sekolah menengah dan kesannya ke atas motivasi dan pencapaian |
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Universiti Pendidikan Sultan Idris |
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Fakulti Sains dan Matematik |
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2021 |
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oai:ir.upsi.edu.my:85102022-12-15 Pembangunan PhyKER Games bagi tajuk litar elektrik sekolah menengah dan kesannya ke atas motivasi dan pencapaian 2021 Norfaridatul Akmar Hasim QC Physics <p>Kajian ini bertujuan membangunkan permainan yang dinamai PhyKER Games bagi</p><p>tajuk Litar Elektrik untuk pelajar sekolah menengah dan menguji kesan</p><p>penggunaannya dalam pembelajaran ke atas pencapaian dan motivasi pelajar. Kajian</p><p>ini menggunakan reka bentuk Kajian Perekaan dan Pembangunan (DDR) termasuk</p><p>kuasi eksperimen bagi menentukan kesan penggunaan permainan tersebut. Fasa</p><p>pertama kajian iaitu analisis keperluan melibatkan keseluruhan populasi 504 pelajar di</p><p>sekolah Wilayah Persekutuan Putrajaya. Seramai 384 pelajar Tingkatan 5 memberi</p><p>respon yang mana 66.9% pelajar menyatakan tajuk Elektrik adalah tajuk yang paling</p><p>sukar manakala kaedah pembelajaran berasaskan permainan menjadi pilihan 62.2%</p><p>pelajar. Fasa kedua kajian iaitu reka bentuk dan pembangunan PhyKER Games</p><p>melibatkan seramai tiga orang pakar bagi mendapatkan kesahan kandungan. Dapatan</p><p>menunjukkan PhyKER Games mempunyai kesahan kandungan yang memuaskan</p><p>dengan nilai Indeks Kesahan Kandungan 0.95. Bagi menguji kebolehgunaan dan</p><p>kebolehlaksanaan PhyKER Games instrumen yang digunakan ialah soal selidik yang</p><p>diadaptasi daripada instrumen sedia ada. Dapatan menunjukkan PhyKER Games</p><p>mempunyai kebolehlaksanaan dan kebolehgunaan yang baik dengan peratus</p><p>persetujuan antara pengguna melebihi 75%. Bahagian terakhir kajian ialah fasa</p><p>penilaian kesan penggunaan PhyKER Games. Dapatan menunjukkan bahawa terdapat</p><p>perbezaan yang signifikan antara pencapaian skor pelajar dalam kumpulan rawatan</p><p>(n=30, M = 66.58, SD = 11.587) melalui ujian-t sampel bebas dengan nilai t (58) = -</p><p>5.960, p = 0.000, dengan pelajar dalam kumpulan kawalan (n=30, M = 50.92, SD =</p><p>8.547). Analisis korelasi Pearson dengan nilai r=0.82 menunjukkan terdapat hubungan</p><p>yang kuat dan signifikan antara motivasi menggunakan PhyKER Games dengan skor</p><p>pencapaian pascaujian. Kesimpulannya, kajian ini berjaya membangunkan sebuah</p><p>permainan pendidikan dalam tajuk Litar Elektrik yang berkesan dalam meningkatkan</p><p>pencapaian dan motivasi pelajar. Implikasinya, PhyKER Games boleh dijadikan</p><p>sebagai rujukan kepada guru sebagai contoh permainan yang berkesan dan oleh itu</p><p>boleh dimanfaatkan dalam pembelajaran berasaskan permainan. Selain itu, PhyKER</p><p>Games boleh menjadi panduan bagi penyelidik dan guru bagi membangunkan</p><p>permainan serupa bagi tujuan pengajaran dan pembelajaran.</p> 2021 thesis https://ir.upsi.edu.my/detailsg.php?det=8510 https://ir.upsi.edu.my/detailsg.php?det=8510 text zsm closedAccess Doctoral Universiti Pendidikan Sultan Idris Fakulti Sains dan Matematik <p>Adams, E., & Dormans, J. (2012). Game Mechanics: Advanced Game Design. 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