UPSI Digital Repository (UDRep)
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Abstract : Universiti Pendidikan Sultan Idris |
Fokus kajian ini untuk membangunkan pembelajaran berasaskan permainan Geoplay
menggunakan modul Gamified System Development Process dan menilai keberkesanan tiga strategi
penyampaian yang digunakan Geoplay. Tanpa kelewahan dan modality, iaitu visual dan lisan (V&L),
kesan kelewahan, iaitu visual, lisan dan teks kata kunci (VL&Tk) dan kesan modality, iaitu visual
dan teks (V&T) terhadap tahap penguasaan kemahiran berfikir aras tinggi (KBAT) dan kemahiran
berfikir aras rendah (KBAR) murid bagi tajuk Arah Mata Angin dan Bearing Sudutan Geografi Tingkatan
Satu. Kajian ini menggunakan reka bentuk eksperimen kuasi dan data kajian dianalisis secara
inferens. Seramai 432 murid tingkatan satu daripada daerah Hilir Perak dan Bagan Datuk yang
melibatkan lima buah sekolah di bandar dan lima buah sekolah di luar bandar telah dipilih sebagai
sampel kajian. Ujian statistik MANCOVA telah diaplikasikan bagi menjawab persoalan kajian. Dapatan
kajian menunjukkan terdapat perbezaan yang signifikan antara tiga strategi penyampaian terhadap
ujian pos KBAT [F(2, 424) = 8.34, p < .05]. Strategi penyampaian V&L memperoleh min 35.8 yang lebih
tinggi berbanding VL&Tk iaitu 30.6 dan V&T 31.8. Namun begitu, ujian pos bagi KBAR menunjukkan
hanya strategi penyampaian V&L memperoleh min 17.2 yang signifikan lebih baik berbanding min V&T
iaitu 15.9 [F(2, 424) = 3.08, p < .05], tetapi tidak signifikan bagi min strategi penyampaian VL&Tk
iaitu 16.5. Dapatan kajian menunjukkan pembangunan pembelajaran berasaskan permainan di Malaysia
perlu menggunakan strategi penyampaian visual dan lisan untuk menguji KBAT kerana dapat
mengurangkan kesan beban kognitif murid. Namun begitu apabila membangunkan pembelajaran berasaskan
permainan yang menggunakan bahasa kedua, perlu menggunakan strategi penyampaian visual dan teks
seperti yang disyorkan dalam kajian terdahulu. Implikasi kajian menunjukkan penggunaan Reka Bentuk
Gamifikasi Geoplay dalam pembangunan pembelajaran berasaskan permainan supaya dapat
membantu meningkatkan tahap kognitif murid.
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