UPSI Digital Repository (UDRep)
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Abstract : Perpustakaan Tuanku Bainun |
Kajian ini bertujuan untuk mengkaji faktor-faktor yang menyebabkan pelajar
menerima penggunaan pendekatan gamifikasi dalam proses pembelajaran dan
pemudahcaraan (PdPc) mata pelajaran Ekonomi serta menganalisis keberkesanan
pendekatan gamifikasi dalam proses PdPc mata pelajaran Ekonomi. Kajian ini
menggunakan pendekatan kuantitatif berasaskan reka bentuk tinjauan. Borang soal
selidik diedarkan kepada 304 orang responden yang terdiri daripada pelajar tingkatan
empat dan tingkatan lima yang mengambil mata pelajaran Ekonomi di SMK Telok
Panglima Garang, Kuala Langat, Selangor. Analisis data dilaksanakan dengan
menggunakan statistik deskriptif dan statistik inferensi. Dapatan kajian ujian regresi
berbilang menunjukkan bahawa pemboleh ubah Persepsi Kebergunaan (=0.270,
p |
References |
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