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Type :thesis
Subject :LB Theory and practice of education
Main Author :Nurul Akhilah Abd Rasak
Title :Faktor pengaruh penerimaan gamifikasi aplikasi Kahoot dalam kalangan pelajar kaunseling
Place of Production :Tanjong Malim
Publisher :Fakulti Komputeran dan META-Teknologi
Year of Publication :2023
Corporate Name :Universiti Pendidikan Sultan Idris
PDF Guest :Click to view PDF file

Abstract : Universiti Pendidikan Sultan Idris
Kajian ini bertujuan untuk menentukan hubungan antara faktor pengaruh penerimaan gamifikasi dalam aplikasi Kahoot dengan prestasi, keseronokan dan kemudahgunaan dalam kalangan pelajar Sarjana Pendidikan (Bimbingan dan Kaunseling) di Universiti Pendidikan Sultan Idris. Seramai 40 orang responden daripada pelajar Sarjana Muda Pendidikan (Bimbingan dan Kaunseling) di Universiti Pendidikan Sultan Idris yang mengambil subjek Teori Kaunseling. Instrumen soal selidik menggunakan item-item yang di adaptasi daripada Model Penerimaan Teknologi (TAM). Data dianalisis mengguna statistik deskriptif dan ujian korelasi Pearson r. Hasil kajian mendapati hubungan yang signifikan dalam penerimaan gamifikasi aplikasi Kahoot untuk subjek Teori Kaunseling bagi konstruk prestasi (r = .781), keseronokan (r = .756) dan kemudahgunaan (r = .875). Analisis regresi menunjukkan prestasi, keseronokan dan kemudahgunaan menyumbang kepada 82.4 peratus, (adjusted R Square, R2 = .824) terhadap penerimaan gamifikasi aplikasi Kahoot dalam subjek Teori Kaunseling. Kesimpulannya, penerimaan gamifikasi dalam aplikasi Kahoot terhadap pelajar Sarjana Muda Pendidikan (Bimbingan dan Kaunseling) bagi subjek Teori Kaunseling adalah baik berdasarkan Model Penerimaan Teknologi. Kajian ini memberi implikasi bahawa penggunaan gamifikasi dalam aplikasi Kahoot boleh diteruskan dan diperluaskan sebagai bahan bantu mengajar dalam pembelajaran kandungan berasaskan teori.

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