Pembangunan dan pengujian heuristik permainan video mobil Awang Sains menggunakan kaedah Fuzzy Delphi

<p>Kelemahan murid tahun 4 dalam menguasai kemahiran proses Sains di sekolah rendah</p><p>menjadi pendorong kepada kajian ini. Kajian ini bertujuan untuk membangun dan</p><p>menguji permainan video mobil Awang Sains. Kajian ini me...

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Main Author: Mohd Radhi Md Shukri
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Published: 2021
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Mohd Radhi Md Shukri
Pembangunan dan pengujian heuristik permainan video mobil Awang Sains menggunakan kaedah Fuzzy Delphi
description <p>Kelemahan murid tahun 4 dalam menguasai kemahiran proses Sains di sekolah rendah</p><p>menjadi pendorong kepada kajian ini. Kajian ini bertujuan untuk membangun dan</p><p>menguji permainan video mobil Awang Sains. Kajian ini mempunyai tiga objektif.</p><p>Pertama, untuk membangunkan permainan video mobil 2 dimensi bagi pembelajaran</p><p>subjek Sains tahun 4. Kedua adalah untuk membangunkan instrumen pengujian</p><p>heuristik permainan video mobil. Ketiga, menguji heuristik permainan video mobil</p><p>Awang Sains untuk dijadikan sebagai bahan bantu mengajar baharu bagi membantu</p><p>guru dan murid dalam proses pengajaran dan pembelajaran kemahiran proses sains</p><p>tahun 4. Kajian ini berasaskan kepada pendekatan kajian Reka Bentuk dan</p><p>Pembangunan (Design and Development Research / DDR) dan menggunakan model</p><p>ADDIE untuk fasa pembangunan. Berpandukan kepada pendekatan ini, ia terbahagi</p><p>kepada tiga fasa. Fasa pertama melibatkan analisis keperluan pembangunan daripada</p><p>sorotan literatur. Fasa kedua ialah kajian terhadap pembangunan instrumen pengujian</p><p>heuristik yang telah mendapat kesepakatan pakar menggunakan kaedah Fuzzy Delphi</p><p>(FDM). Manakala fasa ketiga iaitu fasa pengujian heuristik permainan video mobil juga</p><p>menggunakan FDM. Dapatan analisis fasa pertama iaitu fasa pembangunan</p><p>menunjukkan permainan video mobil mempunyai ciri-ciri pembelajaran dan</p><p>kandungan tempatan. Kedua, dapatan daripada kesepakatan pakar telah menghasilkan</p><p>satu set instrumen heuristik baharu yang boleh diguna pakai untuk menguji</p><p>kebolehgunaan pembangunan permainan video mobil dalam pendidikan. Dapatan</p><p>ketiga, pengujian permainan video mobil ini menunjukkan permainan video mobil yang</p><p>dibina ini diterima oleh pakar dengan kesemua tujuh elemen heuristik diterima dengan</p><p>memenuhi syarat kesepakatan pakar yang ditetapkan dalam FDM. Implikasinya,</p><p>permainan video mobil 2 dimensi ini berupaya menjadi bahan bantu mengajar yang</p><p>sesuai untuk guru dan murid dalam pembelajaran Sains tahun 4 dan juga sebagai</p><p>panduan kepada pembangun bagi pembangunan permainan video pendidikan.</p><p>Seterusnya, permainan video mobil 2 dimensi ini mestilah diuji penggunaan dan</p><p>keberkesanannya terhadap murid tahun 4 dari segi pencapaian dan minat dalam subjek</p><p>Sains.</p>
format thesis
qualification_name
qualification_level Master's degree
author Mohd Radhi Md Shukri
author_facet Mohd Radhi Md Shukri
author_sort Mohd Radhi Md Shukri
title Pembangunan dan pengujian heuristik permainan video mobil Awang Sains menggunakan kaedah Fuzzy Delphi
title_short Pembangunan dan pengujian heuristik permainan video mobil Awang Sains menggunakan kaedah Fuzzy Delphi
title_full Pembangunan dan pengujian heuristik permainan video mobil Awang Sains menggunakan kaedah Fuzzy Delphi
title_fullStr Pembangunan dan pengujian heuristik permainan video mobil Awang Sains menggunakan kaedah Fuzzy Delphi
title_full_unstemmed Pembangunan dan pengujian heuristik permainan video mobil Awang Sains menggunakan kaedah Fuzzy Delphi
title_sort pembangunan dan pengujian heuristik permainan video mobil awang sains menggunakan kaedah fuzzy delphi
granting_institution Universiti Pendidikan Sultan Idris
granting_department N/A
publishDate 2021
url https://ir.upsi.edu.my/detailsg.php?det=8994
_version_ 1776104584472690688
spelling oai:ir.upsi.edu.my:89942023-06-08 Pembangunan dan pengujian heuristik permainan video mobil Awang Sains menggunakan kaedah Fuzzy Delphi 2021 Mohd Radhi Md Shukri N/A <p>Kelemahan murid tahun 4 dalam menguasai kemahiran proses Sains di sekolah rendah</p><p>menjadi pendorong kepada kajian ini. Kajian ini bertujuan untuk membangun dan</p><p>menguji permainan video mobil Awang Sains. Kajian ini mempunyai tiga objektif.</p><p>Pertama, untuk membangunkan permainan video mobil 2 dimensi bagi pembelajaran</p><p>subjek Sains tahun 4. Kedua adalah untuk membangunkan instrumen pengujian</p><p>heuristik permainan video mobil. Ketiga, menguji heuristik permainan video mobil</p><p>Awang Sains untuk dijadikan sebagai bahan bantu mengajar baharu bagi membantu</p><p>guru dan murid dalam proses pengajaran dan pembelajaran kemahiran proses sains</p><p>tahun 4. Kajian ini berasaskan kepada pendekatan kajian Reka Bentuk dan</p><p>Pembangunan (Design and Development Research / DDR) dan menggunakan model</p><p>ADDIE untuk fasa pembangunan. Berpandukan kepada pendekatan ini, ia terbahagi</p><p>kepada tiga fasa. Fasa pertama melibatkan analisis keperluan pembangunan daripada</p><p>sorotan literatur. Fasa kedua ialah kajian terhadap pembangunan instrumen pengujian</p><p>heuristik yang telah mendapat kesepakatan pakar menggunakan kaedah Fuzzy Delphi</p><p>(FDM). Manakala fasa ketiga iaitu fasa pengujian heuristik permainan video mobil juga</p><p>menggunakan FDM. Dapatan analisis fasa pertama iaitu fasa pembangunan</p><p>menunjukkan permainan video mobil mempunyai ciri-ciri pembelajaran dan</p><p>kandungan tempatan. Kedua, dapatan daripada kesepakatan pakar telah menghasilkan</p><p>satu set instrumen heuristik baharu yang boleh diguna pakai untuk menguji</p><p>kebolehgunaan pembangunan permainan video mobil dalam pendidikan. Dapatan</p><p>ketiga, pengujian permainan video mobil ini menunjukkan permainan video mobil yang</p><p>dibina ini diterima oleh pakar dengan kesemua tujuh elemen heuristik diterima dengan</p><p>memenuhi syarat kesepakatan pakar yang ditetapkan dalam FDM. Implikasinya,</p><p>permainan video mobil 2 dimensi ini berupaya menjadi bahan bantu mengajar yang</p><p>sesuai untuk guru dan murid dalam pembelajaran Sains tahun 4 dan juga sebagai</p><p>panduan kepada pembangun bagi pembangunan permainan video pendidikan.</p><p>Seterusnya, permainan video mobil 2 dimensi ini mestilah diuji penggunaan dan</p><p>keberkesanannya terhadap murid tahun 4 dari segi pencapaian dan minat dalam subjek</p><p>Sains.</p> 2021 thesis https://ir.upsi.edu.my/detailsg.php?det=8994 https://ir.upsi.edu.my/detailsg.php?det=8994 text zsm closedAccess Masters Universiti Pendidikan Sultan Idris N/A <p>Abas, H., & Badioze Zaman, H. (2010). 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