UPSI Digital Repository (UDRep)
|
|
|
Abstract : Perpustakaan Tuanku Bainun |
Kajian ini bertujuan membangunkan sebuah permainan digital dunia terbuka
menggunakan Minecraft Education Edition bagi tema Gelombang, Cahaya dan Optik
dalam Fizik Tingkatan 4 Kurikulum Standard Sekolah Menengah dan menentukan
tahap kebolehmainannya dalam kalangan murid Tingkatan 4 Fizik. Permainan digital
ini telah dibangunkan menggunakan model instruksi Instructional Design-Digital
Game-Based Learning (ID-DGBL) dan telah disahkan oleh tiga orang pakar. Kajian ini
menggunakan reka bentuk kajian pembangunan. Sampel kajian terdiri daripada 30
orang murid yang terpilih secara rawak berlapis daripada populasi seramai 89 orang
murid Tingkatan 4 Fizik di Sekolah Menengah Kebangsaan Derma, Kangar, Perlis.
Instrumen kajian terdiri daripada soal selidik kesahan pakar dan soal selidik
kebolehmainan permainan digital “Physics Overworld” yang menguji tahap kesahan
permainan serta menentukan tahap kebolehmainan permainan digital “Physics
Overworld”. Soal selidik kebolehmainan permainan digital “Physics Overworld” telah
diadaptasi daripada Game User Experience Satisfaction Scale (GUESS). Data dianalisis
dengan menggunakan peratus persetujuan pakar dan statistik deskriptif, iaitu nilai min
dan sisihan piawai. Analisis peratus persetujuan pakar menunjukkan permainan digital
“Physics Overworld” memiliki kesahan muka dan kesahan kandungan yang tinggi, iaitu
86.7% dan 91.7%. Analisis tahap kebolehmainan permainan digital “Physics
Overworld” juga mendapat tahap persetujuan yang tinggi (min = 6.39; s.p = 0.80).
Kesimpulannya, dapatan utama kajian menunjukkan bahawa permainan digital ini
memiliki kesahan yang memuaskan dan memiliki tahap persetujuan yang tinggi
terhadap tahap kebolehmainannya. Implikasi daripada kajian ini, permainan digital
yang dibangunkan boleh digunakan sebagai bahan bantu mengajar bagi tema
Gelombang, Cahaya dan Optik seterusnya menyokong pendekatan pembelajaran
berasaskan permainan dalam subjek fizik. |
References |
Adipat, S., Laksana, K., Busayanon, K., Asawasowan, A. & Adipat, B. (2021). Engaging students in the learning process with game-based learning: The fundamental concepts. Internasional Journal of Technology in Education (IJTE), 4(3), 542-552. DOI:10.46328/ijte.169. Akpinar, E., Yildiz, E., Tatar, N. & Ergin, O. (2009). Students’ attitudes toward science and technology: An investigation of gender, grade level and academic achievement. Procedia – Social and Behavioral Sciences, 1(1), 28042808. DOI:10.1016/j.sbspro.2009.01.498. Attard, A., Di Iorio, E., Geven, K. & Santa, R. (2010). Time for a new paradigm in education: Student-centred learning. Diperoleh daripada https://www.esu-online.org/wp-content/uploads/2016/07/100814SCL.pdf. Bada & Olusegun, S. (2015). Constructivism learning theory: A paradigm for teaching and learning. IOSR Journal of Research & Method in Education (IOSRJRME), 5(6), 66-70. DOI:10.9790/7388-05616670. Bereiter, C. (1994). Constructivism, socioculturalism, and Popper’s World 3. Educational Researcher, 23(7), 21-23. DOI:10.2307/1176935. Bevins, K. L. & Howard, C. D. (2018). Game mechanics and why they are employed: What we know about gamification so far. Issues and Trends in Learning Teachnologies, 6(1). DOI:10.2458/azu_itet_v6i1_bevins. Bos, B., Wilder, L., Cook, M. & O’Donnell, R. (2014). Learning Mathematics through Minecraft. Teaching Children Mathematics, 21(1), 56-59. DOI:10.5951/teacchilmath.21.1.0056. Cardinot, A. & Fairfield, J. A. (2019). Game-based learning to engage students with physics and astronomy using a board game. Internasional Journal of Game-Based Learning (IJGBL), 9(1), 42-57. DOI:10.4018/IJGBL.2019010104. Chen, P. Y., Hwang, G. J., Yeh, S. Y., Chen, Y. T., Chen, T. W. & Chien, C. H. (2022). Three decades of game-based learning in science and mathematics education: An integrated bibliometric analysis and systematic review, Journal of Computers in Education, 9(1), 455-476. DOI:10.1007/s40692021-00210-y. Chia, S. C., Koay, K. C., Ooi, H. B., Mohd, K. A. M. M. & Rema, R. (2019). Buku Teks Fizik Tingkatan 4. Johor: Pustaka Sarjana Sdn. Bhd. Cruickshank, D. R. & Telfer, R. (1980). Classroom games and simulations. Teaching Methods: Designs for Learning, 19(1), 75-80. DOI:10.1080/00405848009542875. Darusalam, G. & Hussin, S. (2016). Metodologi Penyelidikan dalam Pendidikan: Amalan dan Analisis Kajian. Kuala Lumpur: Penerbit Universiti Malaya. Davis, L. L. (1992). Instrument review: Getting the most from a panel of experts. Applied Nursing Research, 5(4), 194-7. DOI:10.1016/s08971897(05)80008-4. Deterding, S., Khaled, R., Nacke, L. E. & Dixon, D. (2011). Gamification: Toward a definition. Gamification Workshop Proceedings, Vancouver, 1-4. Docktor, J. & Heller, K. (2009). Robust assessment instrument for student problem solving. Proceedings of the NARST 2009 Annual Meeting, Garden Grove, California. 1-19. dos Reis Livero, F. A., da Silva, G. R., Amaral, E. C., de Souza, A. N. V., Baretta, I. P., Diegues, M. E. & Lovato, E. C. W. (2021). Playfulness in the classroom: Gamification favor the learning of pharmacology. Education and Information Technologies, 26(2), 2125-2141. DOI:10.1007/s10639020-10350-w. Ellison, T. L., Evans, J. N. & Pike, J. (2016). Minecraft, teachers, parents and learning: What they need to know and understand. School Community Journal, 26(2), 25-43. Diperoleh daripada https://www.adi.org/journal/2016fw/LewisEllisonEvansFall2016.pdf. Fauzi, A., Yudha, B., Harli, E., Kusmanto, T., Rangka, I. & Sapriyanti, S. (2019). Developing of TaPe Game App for interactive learning based on DGBL model for students in elementary school. Journal of Physics: Conference Series, 1318, 012034. DOI:10.1088/1742-6596/1318/1/012034. Farihah, M. J., Norawi, A. M. & Nur, J. A. (2021). Game-based STEM module development for KSSM Science teachers. Journal of Turkish Science Education, 18(2), 249-262. Diperoleh daripada https://www.tused.org/index.php/tused/article/view/1612. Finch, W. H. & French, B. F. (2019). Educational and Psychological Measurement. Routledge. DOI:10.4324/9781315650951. Gaigher, E., Rogan, J. M. & Braun, M. W. H. (2007). Exploring the development of conceptual understanding through structured problem-solving in Physics. International Journal of Science Education, 29(9), 1089-1110. Gay, L. R., Mills, G. E. & Airasian, P. W. (2012). Educational Research: Competencies for Analysis and Application. 10th edition, Pearson, Upper Saddle River. Gee, J. P. (2005). Learning by design: Good video games as learning machine. E-Learning, 2(1), 5-16. DOI:10.2304/elea.2005.2.1.5. Girvan, C. (2018). What is a virtual world? Definition and classification. Education Technology Research & Development, 66(5), 1087-1100. DOI:10.1007/s11423-018-9577-y. Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J. & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54(1), 170-179. DOI:10.1016/j.chb.2015.07.045. Hayhow, S., Parn, E. A., Edwards, D. J., Hosseini, M. R. & Aigbavboa, C. (2019). Construct-it: A board game to enhance built environment students’ understanding of the property life cycle. Industry and Higher Education, 33(3), 186-197. DOI:10.1177/0950422219825985. Honobein, P. C. (1996). Seven goals for the design of constructivist learning environments. Constructivist learning environments: Casse studies in instructional design, 11(12), 11. Huang, T. C., Chen, C. C. & Chou, Y. W. (2016). Animating eco-education: To see, feel, and discover in an augmented reality-based experiential learning environment. Computers & Education, 96(1), 72-82. DOI:10.1016/j.compedu.2016.02.008. Hui, H. B. & Mahmud, M. S. (2022). Teachers’ perception towards DELIMa learning platform for Mathematics online teaching and learning in Sibu district. International Journal of Academic Research in Business and Social Sciences, 12(11), 1888-1908. DOI:10.6007/IJARBSS/v12-i11/15240. Hussein, M. H., Ow, S. H., Cheong, L. S., Thong, M. K. & Ebrahim, N. A. (2019). Effects of digital game-based learning on elementary science learning: A systematic review. IEEE Access, 7, 62465-62478. DOI:10.1109/ACCESS.2019.2916324. Iksan, Z., Halim, L. & Osman, K. (2006). Sikap terhadap sains dalam kalangan pelajar sains di peringkat menengah dan matrikulasi. Pertanika Journal of Social Science and Humanities, 14(2), 131-147. Diperoleh daripada https://www.academia.edu/1400562/Sikap_Terhadap_Sains_dalam_Kala ngan_Pelajar_Sains_di_Peringkat_Menengah_dan_Matrikulasi. Ishak, N. A., Md Osman, S. Z., Abdul Rahman, M. B., Zainal, M. Z. & Yakob, N. (2021). Online game-based learning using Kahoot to enhance preuniversity students active learning: A students’ perception in Biology classroom. Turkish Journal of Science Education, 18(1), 145-160. DOI:10.36681/tused.2021.57. Jonassen, D. H. (1994). Thinking technology: Toward a constructivist design model. Educational Technology, 34(4), 34-37. Diperoleh daripada https://www.learntechlib.org/p/171050/. Juwait, S. & Siew, N. M. (2022). Pengaruh pengetahuan teknologi pedagogi kandungan dan komitmen terhadap motivasi guru fizik melaksanakan pengajaran dan pembelajaran dalam talian di Sabah. International Journal of Education, Psychology and Counselling (IJEPC), 7(45), 422-445. DOI: 10.35631/IJEPC.745033. Kang, E. & Lakshmanan, A. (2017). Role of executive attention in consumer learning with background music. Journal of Consumer Psychology, 27(1), 35-48. DOI:10.1016/j.jcps.2016.03.003. Karsenti, T., Bugmann, J. & Gros, P. P. (2017). Transforming education with Minecraft? Results of an exploratory study conducted with 118 elementary-school students. CRIFPE. Keebler, J. R., Chaparro, B. S. & Phan, M. H. (2016). The development and validation of the Game User Experience Satisfaction Scale (GUESS). Human Factors, 58(8), 1217-1247. DOI:10.1177/0018720816669646. Kementerian Pendidikan Malaysia (KPM). (2018). Dokumen Standard Kurikulum dan Pentaksiran Tingkatan 4 dan 5 Kurikulum Standard Sekolah Menengah Fizik. 86-105. Diperoleh daripada http://bpk.moe.gov.my/index.php/terbitan-bpk/kurikulum-sekolahmenengah/category/331-dskp-tingkatan-4-dan-5 gabung?download=4546:dskp-kssm-fizik-tingkatan-4-dan-5. Kementerian Pendidikan Malaysia (KPM). (2023). Pelan Pembangunan Pendidikan Malaysia 2013-2025. Diperoleh daripada https://www.moe.gov.my/muatturun/penerbitan-dan-jurnal/1818-pelan-pembangunan-pendidikan-20132025/file. Khoushaini, N. A. W. M., Siti, M. M., Shafinah, K., Nurhidaya, M. J. & Amelia, N. A. W. (2021). Trend on gamification approach in learning and teaching. E-Proceeding Insan Junior Researches International Conference 2021. Diperoleh daripada https://oarep.usim.edu.my/jspui/handle/123456789/15672. Kucher, T. (2021). Principles and best practices of designing digital game-based learning environments. Internasional Journal of Technology in Education and Science, 5(2), 213-223. DOI:10.46328/IJTES.190. Lubis, M. A., Kamis, M. S., Mohd Salleh, S., Zunidar, Usiono, Yusnaldi, E., Taib, S.H. & Lubis, I. (2021). Isu terkini Pendidikan Islam di era pandemik Covid19 di Malaysia. ASEAN Comparative Education Research Journal on Islam and Civilization (ACER-J), 4(1), 75-91. Diperoleh daripada https://spaj.ukm.my/acerj/index.php/acer-j/article/view/72. McLaren, B. M., Adams, D. M., Mayer, R. R. E. & Forlizzi, J. (2017). A computer-based game that promotes Mathematics learning more than a conventional approach. Internasional Journal of Game-Based Learning (IJGBL), 7(1), 36-56. DOI:10.4018/IJGBL.2017010103. Mesic, V., Neumann, K., Aviani, I., Hasovic, E., Boone, W. J., Erceg, N., Grubelnik, V., Susac, A., Glamocic, D. S., Karuza, M., Vidak, A., Alihodzic, A. & Repnik, R. (2019). Measuring students’ conceptual understanding of wave optics: A Rasch modeling approach. Physical Review Physics Education Research, 15(1), 010115(20). DOI:10.1103/PhysRevPhysEducRes.15.010115. Messick, S. (1987). Structural Relationships Across Cognition, Personality and Style. Routledge. Minecraft Wiki. (2023). Overworld. Diperoleh daripada https://minecraft.fandom.com/wiki/Overworld. Mukhtar, N. M. A., Hashim, F., Mokhtar, M., Abdul Wahab, N. A., Mohd Napiah, N. A. & Hasan, S. (2017). Faktor yang mempengaruhi pencapaian pelajar dalam mata pelajaran Fizik: Satu sudut pandangan. International Academic Research Journal of Social Science, 3(1), 195-201. Nkadimeng, M. & Ankiewicz, P. (2022). The affordances of minecraft education as a game-based learning tool for atomic structure in junior high school science education. Journal of Science Education and Technology, 31(1), 605-620. DOI:10.1007/s10956-022-09981-0. Nurfazliah, M., Megat, A. Z. M. Z., Shaharudin, M. S. & Jamalludin, H. (2018). Using digital games in the classroom to enhance creativity in mathematical problems solving. Sains Humanika, 10(3-2), 39-45. DOI:10.11113/SH.V10N3-2.1486. Nurul, D. M. D. & Maizatul, H. M. Y. (2020). Keberkesanan pengaplikasian pemikiran komputasional dalam pembelajaran berasaskan permainan (PBP) bagi topik operasi asas darab tahun tiga. International Journal of Education, Psychology and Counseling, 5(35), 125-141. DOI:10.35631/IJEPC.5350012. Nurulhuda, M. Y., Siti, M. A., Salmiah, J. M. R., Aida, O. Ismahafezi, I., Roslan, U. & Siti, N. S. M. A. (2023). The use of board game to enhance teaching and learning in sketching free body diagram in physics. Journal of Academia, 11(1), 34-46. Diperoleh daripada https://ir.uitm.edu.my/id/eprint/78919/1/78919.pdf. O’Sullivan, M., Robb, N., Howell, S., Marshall, K. & Goodman, L. (2017). Designing inclusive learning for twice exceptional students in Minecraft. International Journal of E-Learning & Distance Education, 32(2), 1-25. Diperoleh daripada https://eric.ed.gov/?id=EJ1164431. Pimentel, J. L. (2019). Some biases in likert scaling usage and its correction. International Journal of Sciences: Basic and Applied Research (IJSBAR), 45(1), 183-191. Diperoleh daripada https://www.researchgate.net/publication/332533000_Some_Biases_in_ Likert_Scaling_Usage_and_its_Correction. Putri, R. A., Moniaga, J. V. & Wijaya, Y. (2016). A design model for digital game-based learning in the study of international relations: Developing an innovative learning method for a defense strategy course at Bina Nusantara University. 2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG), 1-6. DOI:10.1109/ICGGAG.2016.8052636. Rayner, T. (2020). Pembelajaran berasaskan permainan digital menggunakan minecraft: Peningkatan pencapaian murid dalam pecahan?. E-Jurnal Penyelidikan dan Inovasi, 7 Edisi Khas, 75-90. Diperoleh daripada https://ejpi.kuis.edu.my/index.php/ejpi/article/view/44. Rospigliosi, P. A. (2022). Metaverse or Simulacra? Roblox, Minecraft, Meta and the turn to virtual reality for education, socialisation and work. Interactive Learning Environments, 30(1), 1-3. DOI:10.1080/10494820.2022.2022899. Saldana, J. (2013). The Coding Manual for Qualitative Researchers. USA: Arizona State Universty. Sánchez, J. L. G., Vela, F. L.G., Simarro, F. M. & Padilla-Zea, N. (2012). Playability: Analysing user experience in video games. Behaviour & Information Technology, 31(10), 1033-1054. DOI:10.1080/0144929X.2021.710648. Short, D. (2012). Teaching scientific concepts using a virtual world-Minecraft. Teaching Science, 58(3), 55-58. Diperoleh daripada https://www.researchgate.net/publication/236587414_Teaching_Scientifi c_Concepts_using_a_Virtual_World_-_Minecraft. Sidek, M. N. & Jamaludin, A. (2005). Pembinaan modul: Bagaimana membina modul latihan dan modul akademik. Serdang: Penerbit Universiti Putra Malaysia. Siew, N. M., Amir, N. & Chong, C. L. (2015). The perceptions of pre-service and in-service teachers regarding a project-based STEM approach to teaching science. SpringerPlus, 4(1), 8. DOI:10.1186/2193-1801-4-8. Siraj, S., Alias, N. DeWitt, D. & Hussin, Z. (2013). Design and developmental research: Emergent trends in educational research. Kuala Lumpur: Pearson Publications. Sugar, S. & Takacs, G. (1999). Games That Teach Teams: 21 Activities to Super-Charge Your Group!. USA: Pennsylvania State University. Suliyanah, Deta, U. A., Kurniawan, F. K., Lestari, N. A., Yantidewi, M., Jauhariyah,M. N. R. & Prahani, B. K. (2021). Literature review on the use of educational Physics games in improving learning outcomes. Journal of Physics: Conference Series 1805 012038. DOI:10.1088/17426596/1805/1/012038. Sürücü, L. & Maslak.i, A. (2020). Validity and reliability in quantitative research. Business & Management Studies: An International Journal, 8(3), 26942726. DOI:10.15295/bmij.v8i3.1540. Susac, A., Planinic, M., Bubic, A., Ivanjek, L. & Palmovic, M. (2020). Student recognition of interference and diffraction patterns: An eye-tracking study. Physical Review Physics Education Research, 16(1), 020133. DOI:10.1103/PhysRevPhysEducRes.16.020133. Syed Hussain, S. Y., Tan, W. H. & Idris, M. Z. (2013). Permainan digital: Pendekatan baharu dalam pendidikan masa depan. Prosiding Seminar Kebangsaan ICT dalam Pendidikan, 240-245. Takaoka, R., Okamoto, T. & Shimokawa, M. (2011). A framework of educational control in game-based learning environment. 11th IEEE Internasional Conference on Advanced Learning Technologies, ICALT 2011, 32-36. DOI:10.1109/ICALT.2011.18. Tam, M. (2000). Constructivism, instructional design and technology: Implications for transforming distance learning. Educational Technology & Society, 3(2), 50-60. Diperoleh daripada https://www.researchgate.net/publication/26391080_Constructivism_Inst ructional_Design_and_Technology_Implications_for_Transforming_Dist ance_Learning. Thibaut, L., Ceuppens, S., Loof, H. D., Meester, J. D., Goovaerts, L., Struyf, A., Pauw, J. B., Dehaene, W., Deprez, J., Cock, M. D., Hellinckx, L., Knipprath, H., Langie, G., Struyven, K., Velde, D. V. D., Petegem, P. V. & Depaepe, F. (2018). Integrated STEM education: A systematic review of instructional practices in secondary education. European Journal of STEM Education, 3(1), 02. DOI:10.20897/EJSTEME/85525. Tho, S. W., Chu, W. W. & Fong, T. K. (2024). The Innovative Use of Smartphones for STEM Practical Activities: A Pilot Implementation for a Malaysian Primary School. In Cross-disciplinary STEM Learning for Asian Primary Students, 164-177. Routledge. Toda, A. M., Klock, A. C. T., Oliveira, W., Palomino, P. T., Rodrigues, L., Shi, L., Bittencourt, I., Gasparini, I., Isotani, S. & Cristea, A. I. (2019). Analysing gamification elements in educational environments using an existing gamification taxonomy. Smart Learning Environment, 6(1), 16. DOI:10.1186/s40561-019-0106-1. Turner, P. E., Johnston, E., Kebritchi, M., Evans, S. & Heflich, D. A. (2017). Influence of online computer games on the academic achievement of nontraditional undergraduate students. Cogent Education, 5(1), 1437671. DOI:10.1080/2331186X.2018.1437671. Wang, M. & Zheng, X. (2021). Using game-based learning to support learning science: A study with middle school students. Asia-Pacific Education Researcher, 30(1), 167-176. DOI:10.1007/s40299-020-00523-z. Wang, S. Y., Chang, S. C., Hwang, G. J. & Chen, P. Y. (2018). A microworld-based role-playing game development approach to engaging students in interactive, enjoyable, and effective mathematics learning. Interactive Learning Environments, 26(3), 411-423. DOI:10.1080/10494820.2017.1337038. Yusoff, M. S. B. (2019). ABC of content validation and content validity indeks calculation. Education in Medicine Journal, 11(2), 49-54. DOI:10.21315/eimj2019.11.2.6. Zakaria, N. Y. K., Yunus, M. M., Hashim, H., Nordin, N. M., Norman, H. & Adnan, N. H. (2021). Pre-service teachers’ views on the implementation of game-based learning for academic writing skills.
|
This material may be protected under Copyright Act which governs the making of photocopies or reproductions of copyrighted materials. You may use the digitized material for private study, scholarship, or research. |