UPSI Digital Repository (UDRep)
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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. |
References |
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