Kesan pembelajaran berasaskan permainan digital terhadap pencapaian dan penerimaan murid bagi topik alatan jahitan

Digital game-based is a combination of digital games and the teaching and learning process. Digital game-based learning is one of the platform that makes students more creative, focused, interested and encourages collaboration with peers through problem solving in teaching and learning process. Ther...

وصف كامل

محفوظ في:
التفاصيل البيبلوغرافية
المؤلف الرئيسي: Sanderasaidar, Asante
التنسيق: أطروحة
اللغة:English
منشور في: 2021
الموضوعات:
الوصول للمادة أونلاين:http://eprints.utm.my/id/eprint/102485/1/AsanteSanderasaidarMSP2021.pdf.pdf
http://eprints.utm.my/id/eprint/102485/
http://dms.library.utm.my:8080/vital/access/manager/Repository/vital:150457
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الوصف
الملخص:Digital game-based is a combination of digital games and the teaching and learning process. Digital game-based learning is one of the platform that makes students more creative, focused, interested and encourages collaboration with peers through problem solving in teaching and learning process. Therefore, the study conducted aims to examine the effects of digital game-based learning on students’ achievement and acceptance of the topic of sewing tools by using “Treasure Kit”. Digital game-based learning through the “Treasure Kit” application has been developed according to the characteristics of the game outline by Garris, Ahlers and Diskell (2002) namely User Judgement, User Behavior and System Feedback. Researcher have used a pre-experimental type quantitative study design with two instruments to collect data for this study. A total of 20 respondents who are Year 5 students from a primary school in Kota Tinggi district were involved in this study. The sampling method used in this study is convienience sampling which the selection of samples is according to the requirements or simply. The instruments used were RBT achievement test and acceptance questionnaire. Findings of the study showed that students’ achievement increased after using the “Treasure Kit” application because there was a significant difference between the mean for pre-test scores and the mean of post-test scores for RBT achievement test. In addition, the level of students’ acceptance of technology for digital game-based learning approach to learn sewing tools in the subject RBT is also positive by stating that digital game-based learning approach using “Treasure Kit” is very effective and easy to understand. In conclusion, this study is expected to help educators to implement effective teaching and learning process with the integration of digital game-based learning approaches.