Pupils internet usage, gaming experience, learning problems, educational values and change in behaviour using Kahoot in Biology
<p>This study was aimed to identify pupils internet usage, gaming experience, learning</p><p>problems, educational values and change in behaviour using Kahoot in biology. A</p><p>mixed method approach with embedded design was used...
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<p>This study was aimed to identify pupils internet usage, gaming experience, learning</p><p>problems, educational values and change in behaviour using Kahoot in biology. A</p><p>mixed method approach with embedded design was used. The study used purposive</p><p>sampling with ten form 4 biology students, four biology teachers and four parents as</p><p>participants in the qualitative part of the study while random sampling was used for</p><p>250 students who were respondents for the survey. The instruments used to gather</p><p>qualitative data were interview protocols, field notes and document analysis while</p><p>questionnaire was used to gather quantitative data. All instruments were checked and</p><p>validated by five experts with percentage agreements of more than 90%. Reliability</p><p>was carried out through member checking, peer checking, expert consultation, and</p><p>pilot study with Cronbachs alpha value of 0.752. There were 18 interviews, ten</p><p>document analysis, four observations and a survey. Data analysis for interview</p><p>protocols and field notes were through thematic analysis, document analysis checklist</p><p>through rubric while questionnaire used mean and standard variation. The findings</p><p>revealed that 98% of the pupils surf internet using handphones. 79.2% of the pupils</p><p>have online gaming experience with 30.4% of them gaming for fun. Problems in</p><p>learning biology are due to the subject itself, students themselves, parents influence,</p><p>teachers characteristics and infrastructures such as classrooms, biology laboratories,</p><p>library and computer laboratory. Thinking skill is the educational value that emerged</p><p>in interviews, observations and survey. Playing Kahoot caused positive and negative</p><p>change in behaviour too. As a conclusion, the study provides positive indication on</p><p>the usefulness of Kahoot as an effective, interesting and motivating technique in</p><p>learning biology. The implication of this study is mainly on pupils, teachers, parents</p><p>and school to further improve so that learning of biology will be more successful,</p><p>meaningful and fun</p> |
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Pupils internet usage, gaming experience, learning problems, educational values and change in behaviour using Kahoot in Biology |
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Pupils internet usage, gaming experience, learning problems, educational values and change in behaviour using Kahoot in Biology |
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Pupils internet usage, gaming experience, learning problems, educational values and change in behaviour using Kahoot in Biology |
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Pupils internet usage, gaming experience, learning problems, educational values and change in behaviour using Kahoot in Biology |
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Pupils internet usage, gaming experience, learning problems, educational values and change in behaviour using Kahoot in Biology |
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pupils internet usage, gaming experience, learning problems, educational values and change in behaviour using kahoot in biology |
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oai:ir.upsi.edu.my:91802023-07-12 Pupils internet usage, gaming experience, learning problems, educational values and change in behaviour using Kahoot in Biology 2022 Suresh Kumar Joseph QH Natural history <p>This study was aimed to identify pupils internet usage, gaming experience, learning</p><p>problems, educational values and change in behaviour using Kahoot in biology. A</p><p>mixed method approach with embedded design was used. The study used purposive</p><p>sampling with ten form 4 biology students, four biology teachers and four parents as</p><p>participants in the qualitative part of the study while random sampling was used for</p><p>250 students who were respondents for the survey. The instruments used to gather</p><p>qualitative data were interview protocols, field notes and document analysis while</p><p>questionnaire was used to gather quantitative data. All instruments were checked and</p><p>validated by five experts with percentage agreements of more than 90%. Reliability</p><p>was carried out through member checking, peer checking, expert consultation, and</p><p>pilot study with Cronbachs alpha value of 0.752. There were 18 interviews, ten</p><p>document analysis, four observations and a survey. Data analysis for interview</p><p>protocols and field notes were through thematic analysis, document analysis checklist</p><p>through rubric while questionnaire used mean and standard variation. The findings</p><p>revealed that 98% of the pupils surf internet using handphones. 79.2% of the pupils</p><p>have online gaming experience with 30.4% of them gaming for fun. Problems in</p><p>learning biology are due to the subject itself, students themselves, parents influence,</p><p>teachers characteristics and infrastructures such as classrooms, biology laboratories,</p><p>library and computer laboratory. Thinking skill is the educational value that emerged</p><p>in interviews, observations and survey. Playing Kahoot caused positive and negative</p><p>change in behaviour too. As a conclusion, the study provides positive indication on</p><p>the usefulness of Kahoot as an effective, interesting and motivating technique in</p><p>learning biology. The implication of this study is mainly on pupils, teachers, parents</p><p>and school to further improve so that learning of biology will be more successful,</p><p>meaningful and fun</p> 2022 thesis https://ir.upsi.edu.my/detailsg.php?det=9180 https://ir.upsi.edu.my/detailsg.php?det=9180 text eng closedAccess Doctoral Universiti Pendidikan Sultan Idris Fakulti Sains dan Matematik <p>Abdul Jabbar, A. I., & Felicia, P. (2015). Gameplay engagement and learning in game-based learning: A systematic review. Review of educational research, 85(4), 740-779.</p><p>Admiraal, W., Huizenga, J., Akkerman, S., & Ten Dam, G. (2011). The concept of flow in collaborative game-based learning. 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