UPSI Digital Repository (UDRep)
|
![]() |
|
|
Abstract : Perpustakaan Tuanku Bainun |
Kajian ini bertujuan untuk membangun dan menilai keberkesanan Modul BIO4GS terhadap Kemahiran Berfikir Aras Tinggi (KBAT), penglibatan dan motivasi murid dalam pembelajaran Biologi. Kajian ini menggunakan pendekatan kajian Reka Bentuk dan Pembangunan yang melibatkan tiga fasa iaitu analisis keperluan, reka bentuk pembangunan dan penilaian. Kaedah tinjauan terhadap 352 orang murid dan 71 orang guru Biologi dilaksanakan pada fasa analisis keperluan. Fasa reka bentuk dan pembangunan melibatkan kesepakatan 23 orang pakar terhadap elemen modul dan gamifikasi menggunakan Kaedah Fuzzy Delphi. Kaedah eksperimen kuasi melibatkan 67 orang murid tingkatan empat untuk menilai keberkesanan Modul BIO4GS. Modul BIO4GS dibangunkan bersandarkan kepada integrasi Model ASSURE dan Lima Langkah Mengaplikasi Gamifikasi dalam Pembelajaran, kerangka MDA, Model 5E, Teori Behaviorisme, Teori Konstruktivisme Kognitif Piaget, Teori Konstruktivisme Sosial Vygotsky dan Teori Penentuan-Diri. Keberkesanan Modul BIO4GS dinilai menggunakan Ujian Pencapaian Kemahiran Berfikir Aras Tinggi, Inventori Penglibatan Murid dan Soal Selidik Motivasi Murid Terhadap Pembelajaran Biologi. Dapatan menunjukkan terdapat keperluan pembangunan modul BIO4GS dari sudut pandangan guru dan murid. Modul BIO4GS mempunyai nilai kesahan yang tinggi (Peratus persetujuan pakar = 89.1%, peratus kesahan kesesuaian aktiviti modul = 92%) dan kebolehpercayaan yang baik (alpha Cronbach>0.70). Dapatan analisis ujian MANOVA menunjukkan perbezaan yang signifikan (p0.05) skor min ujian pos bagi pencapaian KBAT. Keputusan MANOVA pengukuran berulang menunjukkan kesan signifikan (p |
References |
AbdulJabbar,A. I.,& Felicia,P. (2015).Gameplay engagementandlearningingamebased learning: A systematic review. Review of educational research, 85(4), 740-779. Abdullah, N. A., Zainuddin, Z., & Halim, L. (2019). Investigating biology students' difficulties in learning genetics concepts. Journal of Baltic Science Education, 18(1),22-34. Abd Hamid, F. A., Abdul Rahman, N., & Huda, N. (2017). Difficulties in learning biology: Perceptions of Form Four students. Journal of Education and Learning,6(3),107-117. Abu Bakar Nordin. (1987). Asas Penilaian Pendidikan. Petaling Jaya: Longman MalaysiaSdn. Bhd. Adebowale, O. M., &Alao, M. O. (2021). Student motivation in a technology-driven society: Revisiting traditional pedagogy. International Journal of Emerging Technologies in Learning, 16(3),4-13. Adler, M., & Ziglio, E. (1996). Gazing into the oracle: The Delphi method and its application to social policy and public health.JessicaKingsley Publishers. Ahmad,S.,Bakar,R.A.,&Yusoff,M.N.(2021).PeningkatanMotivasiPelajar Melalui Penggunaan Modul Gamifikasi dalam Pengajaran Matematik. Jurnal Inovasi Pendidikan, 8(1),112-125. Ahmad Fauzi Mohd Ayu, Aida Suraya Md. Yunus & Rosnaini Mahmud. (2018). Pengaruh Guru, Rakan Sebaya Dan Sokongan Keluarga Terhadap Penglibatan Matematik Dalam Kalangan Murid Sekolah Menengah. Jurnal Pendidikan Sains & Matematik Malaysia, 8(1), 1-12. Aiken, L.R. (2001). Psychological testing and assessment (Edisi ke-9): Boston:Allyn &Bacon. Aiza HazrilsuhadaAizinin. (2016). Pembinaan dan kesan pelaksanaan modul In-Vee terhadap pencapaian, Kemahiran berfikir aras tinggi dan kemahiran proses sains.TesisSarjana. Universiti Pendidikan SultanIdris. Akker,J.V.D.(1999).Principlesandmethodsof developmentresearch.Dalam Design approaches and tools in education and training (hlm. 1-14). Springer, Dordrecht. Aldemir, T., Celik, B., & Kaplan, G. (2018). A qualitative investigation of student perceptions of game elements in a gamified course. Computers in Human Behavior, 78, 235–254. Alijah Ujang. (2016). Pembangunan modul pembelajaran webquest pendidikan kesihatan untuk guru pelatih murid bermasalah pembelajaran. Tesis Dr. Fal. UniversitiMalaya. AllenM.W. (2007).Designing Successfule-Learning. SanFrancisco:Pfeiffer. Allen,P.,&Bennett,K.(2008).SPSS for the health & behavioural sciences.Thomson. Alomari,I.,Al-Samarraie,H.,&Yousef,R.(2019).Theroleof gamificationtechniques in promoting student learning:Areview and synthesis. Journal of Information Technology Education: Research, 18(08). Alomari, R. A., & Al-Fraihat, D. (2021). Students’ motivation in virtual classrooms during COVID-19 pandemic: A qualitative study. Education and Information Technologies,26(2),2991-3004. Anastasi, A. & Urbina S. (1997). Psychological testing (Edisi ke-7): Prentice Hall/PearsonEducation Anderson,L.W.,& Krathwohl,D.R. (Eds).(2001). A taxonomy for learning, teaching, and assessing: A revision of Bloom’s taxonomy of educational objectives. New York:Longman Publishing. Andressa, H., Mavrikaki, E., & Dermitzaki, I. (2015). Adaptation of The Students' Motivation Towards Science Learning Questionnaire to Measure Greek Student’ Motivation Towards Biology Learning. International Journal of Biology Education, 4(2). Ang,Boon Su & SalmizaSaleh. (2014).Pengaruhfaktor jantinadan lokasisekolah ke atas motivasi belajar Fizik dalam kalangan murid. Jurnal Pendidikan Sains & Matematik Malaysia,4(2),80-90. Anwar,A.H.,Rustaman,N.Y.,&Purwianingsih,W.(2019).Developmentof three-tier diagnostic test instruments for detecting students’ conception. In Journal of Physics: Conference Series (Vol. 1318,No. 1,p. 012064).IOPPublishing. Appleton, J. J., Christenson, S. L., & Furlong, M. J. (2008). Student engagement with school: Critical conceptual and methodological issues of the construct. Psychology in the Schools,45(5),369-386. Appleton, J. J., Christenson, S. L., Kim, D., & Reschly, A. L. (2006). Measuring cognitiveandpsychologicalengagement:Validationof theStudentEngagement Instrumen. Journal of school psychology, 44(5),427-445. Ary, D., Jacobs, L. C., Razavieh, A., & Sorenson, C. K. (2010). Introduction to Research in Education. (Edisi ke-8.) Belmont USA: Wadsworth, Cengage Learning. Asra, Ridhuan, M. J., Tony Lim, A., Saedah, S., & Siti Aisyah, H. (2014). Implementation Model of Mlearning based Discovery Learning. International Conference on Global Trends in Academic Research, 366–382. Attali,Y.,&Arieli-Attali, M. (2015).Gamificationinassessment:Dopointsaffecttest performance? Computers & Education, 83,57-63. Azlina Mazlan. (2018). Pembangunan Dan Penilaian Keberkesanan Modul Pendekatan Pengajaran Berasaskan Otak Dengan Integrasi I-Think Dan Brain Gym Untuk Meningkatkan Kefahaman Konseptual Dan Motivasi Belajar Fizik Pelajar Matrikulasi. TesisDr. Fal. Universiti SainsMalaysia. AzmanAb Rahmani, Ibrahim Hussin Ibrahim, Tengku Mansur Tengku ZainalAbidin & Ahmad Anis Muhd Fauzi. (2017). Gamifikasi dalam Penidikan Islam Berasaskan Global Zakat Game: Bijak Zakat Versi 1.0 (GZG). Al-Qanatir: International Journal of Islamic Studies, 6(1),1-9. Azman Fadzil. (2015). Penggunaan Aplikasi Multimedia Interaktif Dalam Kemahiran Melukis, Mewarna dan Menganimasi Secara Visual. Tesis Dr. Fal. Universiti SainsMalaysia. Bahagian Pembangunan Kurikulum. (2012). Spesifikasi Kurikulum Biologi Tingkatan 4: Kurikulum Bersepadu Sekolah Menengah. Putrajaya: Kementerian PendidikanMalaysia. Bahagian Pembangunan Kurikulum. (2013). Panduan Pelaksanaan Pentaksiran Bilik Darjah. Putrajaya:KementerianPendidikanMalaysia. Bahagian Pembangunan Kurikulum. (2018). Kurikulum Standard Sekolah Menengah Biologi: Dokumen Standard dan Pentaksiran Tingkatan 4 dan 5. Putrajaya: KementerianPendidikanMalaysia. Bahagian Perancangan dan Pengkajian Dasar Pendidikan. (2006). Pelan Induk Pembangunan Pendidikan (PIPP) 2006-2010. Kementerian Pendidikan Malaysia. Baran, M., Maskan,A., & Yildirim, O. (2020). Investigating the relationship between students’ motivational beliefs and their classroom engagement. International Journal of Instruction, 13(2),777-794. Barata,G.,Gama,S.,JorgeJ.,&Gonçalves,D.(2013b),Engagingengineeringstudents with gamification. Dalam Proceedings of the fifth International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), 1–8. Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013a). Improving participation and learning with gamification. Dalam Proceedings of the First International Conference on gameful design, research, and applications,10-17. Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2017). Studying student differentiation in gamified education:Along-term study. Computers in Human Behavior, 71,550–585. Baydas, O., & Cicek, M. (2019). The examination of the gamification process in undergraduateeducation:ascaledevelopmentstudy.Technology, Pedagogy and Education, 28(3),269-285. Becker, K. (2007). Wicked ID: Conceptual framework for considering instructional designasawickedproblem. Canadian Journal of Learning and Technology/La revue canadienne de l’apprentissage et de la technologie 33(1):85-108. Berliner, D. C. (2004). Expert teachers: Their characteristics, development and accomplishments. Bulletin of Science, Technology and Society, 24(3),200-212. Bermundo, C. B., & Bermundo,A. B. (2006). Micro analysis workbook: Test checker and item analyzer with statistics. Manila:NagaCity. Best,J. W. (1977). Research in Education. Newjersey:PrenticeHall. Best,J.W., &Kahn,J.V. (2013). Research in Education. (Edisike-10).Pearson. BhasahAbuBakar.(2007).Kaedah Analisis Data Penyelidikan Ilmiah.KualaLumpur: UtusanPublications&DistributorsSdn. Bhd. Bloom, B.S. (1956). Taxonomy of educational objectives the classification of educational goals. London:Longman. Bodjanova, S. (2006). Median alpha-levels of a fuzzy number. Fuzzy Sets and Systems,157(7),879 –891. Borsos, E. (2018). The gamification of elementary school biology: a case study on increasingunderstandingof plants. Journal of Biological Education, 1-14 Branch, R.M. (2010). Instructional Design: The ADDIE Approach. USA: Springer ScienceandBusiness. Brian, K., & Rosalina, H. (2007). Dance of the chromosomes: a kinetic learning approach to mitosis and meiosis. Bioscene: Journal of College Biology Teaching, 33(1),6-10. Brislin, R. W. (1970). Back-translation for cross-cultural research. Journal of cross-cultural psychology, 1(3),185-216. Bruner, J.S. (1966). Toward a theory of instruction. Cambridge, MA: Harvard UniversityPress. Buah,E., &Akuffo,A. F. (2017).Thesciencetopicsperceiveddifficultbyjunior high school students at techiman north district: effects on the teaching and learning of science. Imperial Journal of Interdisciplinary Research, 3(1),503-509 Buck, M. F. (2017). Gamification of Learning and Teaching in Schools-A Critical Stance,” International Journal of Media, Technology and Lifelong Learning, 13(1),35-54. Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive learning environments, 24(6),1162-1175. Buckley, P., & Doyle, E. (2017). Individualising gamification:An investigation of the impact of learning styles and personality traits on the efficacy of gamification usingaprediction market. Computers & Education, 106,43-55. Bueno,S.,&Salmeron,J. L.(2008).Fuzzymodelingenterpriseresourceplanningtool selection. Computer Standards & Interfaces, 30(3),137-147. Bui,T. D.,Tsai, F. M.,Tseng,M. L.,&Ali, M. H. (2020).Identifying sustainablesolid waste management barriers in practice using the Fuzzy Delphi method. Resources, Conservation and Recycling, 154, 104625. Buil, I., Catalán, S., & Martínez, E. (2020). Understanding applicants' reactions to gamifiedrecruitment. Journal of Business Research,110,41–50. Burguillo,J. C.(2010).Usinggametheoryandcompetition-basedlearningtostimulate studentmotivation and performance. Computers & education, 55(2),566-575. Bybee, R. W. (2009). The BSCS 5E instructional model and 21st century skills: A commissioned paper prepared for a workshop on exploring the intersection of scienceeducationand thedevelopmentof 21stcentury skills. BSCSorg. Bybee,R.W. (2015). 5E instructional model: Creating teachable moments. Arlington, VA:NSTAPress. Bybee, R. W., Taylor, J.A., Gardner,A., Van Scotter, P., Powell, J. C., Westbrook,A., & Landes, N. (2006). The BSCS 5E instructional model: Origins and effectiveness. Colorado Springs, Co: BSCS, 5,88-98. Bybee, R. W., Taylor, J.A., Gardner,A., Van Scotter, P., Powell, J. C., Westbrook,A., & Landes, N. (2006). The BSCS 5E instructional model: Origins and effectiveness. Colorado Springs, Co: BSCS, 5,88-98. Çakiroglu, Ü., Basibüyük, B., Güler, M., Atabay, M., & Memis, B. Y. (2017). Gamifying an ICT course: Influences on engagement and academic performance. Computers in human behavior, 69,98-107. Campbell, D. T., & Stanley, J. C. (1963). Experimental and Quasi-Experimental Designs for Research.Boston:HoughtonMifflin Company. Campbell,N.A. &Reece,J. B.(2005). Biology (Edisike-7).UnitedStatesof America: PearsonEducation,Inc. Çankaya, S., & Karamete,A. (2009). The effects of educational computer games on students’ attitudes towards mathematics course and educational computer games. Procedia-Social and Behavioral Sciences, 1(1),145-149. Caponetto, I., Earp, J., & Ott, M. (2014, October). Gamification and education: A literaturereview.In European Conference on Games Based Learning (Vol.1,p. 50).AcademicConferencesInternationalLimited. Carini, R. M., Kuh, G. D., & Klein, S. P. (2006). Student engagement and student learning:Testingthelinkages. Research in higher education, 47(1),1-32. Carmines, E.G & Zeller, R.A (1979). Reliability and Validity Assessment. California: SAGE Publications. Cassie, J. (2018). Playing games with formative assessment. Educational Leadership, 75(5),58-63. Cavalli-Sforza,V., &Ortolano, L. (1984).Delphiforecastsof landuse:Transportation interactions. Journal of transportation engineering, 110(3),324-339. Çavas, B., Karaoglan, B., & Çavas, P. (2004). The Use of Information and Communication Technologies in Primary Science Education:ANew Teaching andLearningApproach. Journal of turkish science education, 1(2),34. Cavas, P. (2011). Factors affecting the motivation of Turkish primary students for sciencelearning. Science Education International, 22(1),31-42 Chan,Y. L.,& Norlizah,C.H. (2017).Students’Motivation towardsScienceLearning and Students’ Science Achievement. International Journal of Academic Research in Progressive Education and Development,6(4),2226-6348. Chang, P. L., Hsu, C. W., & Chang, P. C. (2011). Fuzzy Delphi method for evaluating hydrogen production technologies. International Journal of Hydrogen Energy, 36(21),1417214179. Chee,Y. S., & Tan, D. K. C. (2012). Becoming chemists through game-based inquiry learning: The case of Legends of Alkhimia. Electronic Journal of e-Learning, 10(2),185-198 Chen, C. T. (2000). Extension of the TOPSIS for group decision-making under fuzzy environment. Fuzzy Sets and Systems,114,1-9. Chen,M.H.,Chang,Y.C.,&Chang,Y.H.(2017).Thestudyonthelearningmotivation and interaction behavioral intention of gamification. Computers in Human Behavior,71,525-534. Cheng,C.,& Lin,Y. (2002).Evaluatingthebestmain battletankusingfuzzydecision theory with linguistic criteria evaluation. European Journal of Operational Research, 142,174-186. Cheong, C., Cheong, F., & Filippou, J. (2013). Quick Quiz:AGamifiedApproach for EnhancingLearning. DalamPACIS (hlm. 206). Chin, L.C. (2015). Development and Effectiveness of Game-BasedApproach Module (MBPP). Dalam Early Preschool Mathematics Education. Chinedu,C.C.,Olabiyi,O. S.,&Kamin,Y. B. (2015).Strategiesfor improvinghigher order thinking skills in teaching and learning of design and technology education. Journal of technical education and training, 7(2). Chinnici, J. P., Neth, S. Z., & Sherman, L. R. (2006). Using "Chromosomal Socks" to demonstrate ploidy in mitosis and meiosis. American Biology Teacher 68(2), 106-109. Chiu,M. M.,&Chow,B. W.Y. (2010).Culture,motivation,andreading achievement: High school students in 41 countries. Learning and Individual Differences, 20(6),579-592. Chou, C. P., & Bentler, P. M. (1995). Estimates and tests in structural equation modeling.ThousandOaks,CA:Sage. Chu, H. C., & Hwang, G. J. (2008). A Delphi-based approach to developing expert systems with the cooperation of multiple experts. Expert systems with applications, 34(4),2826-2840. ChuaY.P. (2006). Asas Statistik Pengkajian.KualaLumpur:McGrawHill. Chua,Y. P. (2014). Kaedah Dan Statistik Pengkajian: Ujian Univariat dan Multivariat (kedua).KualaLumpur:McGrawHill Education(Malaysia) SdnBhd. Chukwuemeka, I. P., & Dorgu, T. E. (2019). Students’ Perceptions of the Difficult Topics in Biology at Senior School Level in Delta State, Nigeria. J Adv Educ Philos, Journal of Advances in Education and Philosophy, 3(2),62-66. Cimer, A. (2007). Effective teaching in science: A review of literature. Journal of Turkish science education, 4(1),20-44. Cimer, A. (2012). What Makes Biology Learning Difficult and Effective: Students’ Views. Educational Research and Reviews,7(3),61-71. Cindy Wong Chyee Chen. (2017). Modul PLBD KAYEU: Pencapaian, Motivasi Intrinsik dan Konsep Kendiri dalam pembelajaran Topik Tumbuhan. Tesis Dr. Fal. UniversitiKebangsaanMalaysia. Coakes,S. J. (2007).Analysis Without Anguish: Version 12.0 For Windows.Singapore: JohnWiley&SonsInc. Cohen (1988). Statistical power analysis for the behavioral sciences (Edisi ke-2). Hillsdale,NJ: Erlbaum. Cohen, L., Manion, L. & Morrison, K. (2000.) Research Methods in Education (Edisi ke-5).London:RoutlegeFalmer. Cohen,L., Manion, L., & Morrison, K. (2018). Research Methods in Education (Edisi ke-8).Abingdon:RoutledgeTaylor &FrancisGroup. Cohen, R.J. (2010). Exercises in psychological testing and assessment (Edisi ke-7). Boston:McGrawHill. Cohen, R.J., & Swerdlik, M.E. (2017). Psychological testing and assessment: An introduction to test and measurement (Edisi ke-9). Boston: McGraw Hill Education. Connell, J. P. (1990). Context, self, and action:Amotivational analysis of self-system processesacrossthelife-span.InD.Cicchetti(Ed.),Theselfintransitio:lnfancy tochildhood(hlm. 61-67).Chicago:Universityof ChicagoPress. Cook, T. D., Campbell, D. T., & Day, A. (1979). Quasi-experimentation: Design & analysis issues for field settings (Vol. 351).Boston:Houghton Mifflin. Corno,L.,& Mandinach,E. B. (1983).Theroleof cognitiveengagementinclassroom learningandmotivation. Educational psychologist, 18(2),88-108. Cózar-Gutiérrez, R., & Sáez-López, J. M. (2016). Game-based learning and gamificationininitialteacher traininginthesocialsciences:anexperimentwith MinecraftEdu. International Journal of Educational Technology in Higher Education, 13(1),2. Creager,J.G.,&Murray,D. L. (1971). The use of modules in college biology teaching. NationalScienceFoundation,Washington,DC. Creswell, J. W. (2015). Educational Research: Planning, Conducting, And Evaluating Quantitative and Qualitative Research. Educational Research (Edisi ke-5). Boston:PearsonEducationInc. Cronbach, L. J. (1990). Essentials of Psychological Testing. (Edisi ke-5). New York: Harper CollinsPublisher,Inc. Csikszentmihalyi,M. (1990). Flow: The psychology of optimal experience.NewYork: Harper Perennial. Cugelman, B. (2013) Gamification: What it is and why it matters to digital health behavior changedevelopers. JMIR Serious Games,1(1),e3. Da Rocha Seixas, L., Gomes, A. S., & de Melo Filho, I. J. (2016). Effectiveness of gamificationintheengagementof students. Computers in Human Behavior, 58, 48-63. Dalkey,N.,&Helmer,O. (1963).Anexperimentalapplicationof theDelphi methodto theuseof experts. Management science, 9(3),458-467. Damigos,D.,&Anyfantis,F. (2011).Thevalueof viewthrough theeyesof realestate experts: A Fuzzy Delphi Approach. Landscape and Urban Planning, 101(2), 171-178. Darejeh,A., & Salim, S. S. (2016). Gamification solutions to enhance software user engagement—a systematic review. International Journal of Human-Computer Interaction, 32(8),613-642. Davis, K., Sridharan, H., Koepke, L., Singh, S., & Boiko, R. (2018). Learning and engagement in a gamified course: I nvestigating the effects of student characteristics. Journal of Computer Assisted Learning, 34(5),492-503. Davis, L.L. (1992). Instrument review: Getting the most from your panel of experts. Applied Nursing Research,5,194–197. Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. NewYork:PlenumPress. Deci, E. L., & Ryan, R. M. (2000). The "what" and "why" of goal pursuits: Human needsandtheself-determinationof behavior.Psychological Inquiry, 11(4),227268. Deci,E.L.,&Ryan,R.M.(2002).Handbook of self-determination research.Rochester, NY:Universityof Rochester Press. Deci, E. L., & Ryan, R. M. (2013). Intrinsic motivation and self-determination in human behavior.Springer Science&BusinessMedia. Deci,E. L.,&Ryan,R. M.(2018).Self-determinationtheory:Amacrotheoryof human motivation, development, and health. Canadian Psychology/Psychologie Canadienne,49(3),182-185. Deci, E. L., Koestner, R., & Ryan, R. M. (2001). Extrinsic rewards and intrinsic motivation in education: Reconsidered once again. Review of educational research, 71(1),1-27. Deci, E. L., Vallerand, R. J., Pelletier, L. G., & Ryan, R. M. (1991). Motivation and education:Theself-determinationperspective. Educational psychologist, 26(34),325-346. Delacruz, G. C., Chung, G. K. W. K., & Baker, E. L. (2010). Validity Evidence for GamesasAssessmentEnvironments. CRESST Report 773. National Center for Research on Evaluation, Standards, and Student Testing (CRESST). Delbecq,A. L., Van de Ven,A. H., & Gustafson, D. H. (1975). Group techniques for program planning: A guide to nominal group and Delphi processes. Scott, Foresman. Denisova,A.,Cairns,P.,Guckelsberger,C.,&Zendle,D. (2020).Measuringperceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS). International Journal of Human-Computer Studies, 137,102383. Derfler-Rozin,R.,&Pitesa, M. (2020).Motivation puritybias:Expressionof extrinsic motivation undermines perceived intrinsic motivation and engenders bias in selectiondecisions. Academy of Management Journal, 63(6),1840-1864. Dermitzaki,I., Stavroussi,P.,Vavougios,D., &Kotsis,K. T. (2013).Adaptationof the Students' Motivation towards Science Learning (SMTSL) questionnaire in the Greeklanguage. European journal of psychology of education, 28(3),747-766. Deterding,S.(2011).Situatedmotivationalaffordancesof gameelements:Aconceptual model. In CHI 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts Introductory Papers Gamification: Using Game Design Elements in Non-Gaming Contexts (hlm. 3–6). Deterding,S. (2012).Gamification:Designingfor Motivation. interactions,19(4),14–17. Caponetto, I., Earp, J., & Ott, M. (2014, October). Gamification and education: A literature review. In European Conference on Games Based Learning (Vol. 1,p. 50).AcademicConferencesInternationalLimited. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011a). From Game Design Elementsto Gamefulness:Defining"Gamification".Dalam Proceedings of the 15th International Academic MindTrek Conference Envisioning Future Media Environments, MindTrek’11, 9–11. Deterding, S., Khaled, R., Nacke, L., & Dixon, D. (2011b). Gamification: Toward a Definition. In CHI 2011 Gamification Workshop Proceedings,p. 1,ACM,New York,USA. Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011c). Gamification. using game-design elements in non-gaming contexts. Dalam Proceedings of CHI Extended Abstracts, 2425-2428. Dewey,J. (1938). Experience and Education.NewYork:Collier Books. DeWitt,D. (2010).Development of a collaborative mLearning module on Nutrition for Form 2 students.TesisDr. Fal. University Malaya.. Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believedandwhatremainsuncertain:acriticalreview. International journal of educational technology in higher education, 14(1),1-36. Dicheva, D. (2017). Gamification in Education: A Passing Trend or a Genuine Potential? In Proceedings of the 18th International Conference on Computer Systems and Technologies (pp. 11-11). Dicheva, D., & Dichev, C. (2015). Gami.cation in education: Where are we in 2015? In E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare,andHigher Education(hlm. 1445–1454).Chesapeake,VA. Dicheva, D., Dichev, C.,Agre, G., &Angelova, G. (2015). Gamification ineducation: Asystematicmapping study. Educational Technology & Society, 18(3),75-88. Dick, W., & Carey, L. 1996. The Systematic Design of Instruction. New York: HarperCollinsPublishersInc. Dick,W., & Carey, L. (2009). The systematic design of instruction. Upper Saddle, NJ: PearsonEducation. Dick, W., & Reiser, R.A. (1989). Merancang Pengajaran Yang Efektif. (Terjemahan AbdulRahimMohd Saad).NewJersey:Prentice-Hall,Inc. Dick, W., Carey, L., & Carey, J.O. (2005). The systematic design of instruction (Edisi ke-6).Boston:AllyandBacon. Dikmenli, M. (2010). Misconceptions of cell division held by student teachers in biology:Adrawing analysis. Scientific Research and Essays, 5(2),235-247. Ding, L., Er, E., & Orey, M. (2018).An exploratory study of student engagement in gamifiedonlinediscussions. Computers & Education,120,213-226. Dolly J.P. (1975). A Behavioral Approach in Defining and Teaching Educational Psychology. Paper presented at the Annual Meeting of the American EducationalResearchAssociation,WashingtonD.C. Domínguez,A.,Saenz-de-Navarrete,J.,De-Marcos,L.,Fernández-Sanz,L., Pagés,C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implicationsandoutcomes. Computers & Education,63,380-392. Duggan, K., & Shoup, K. (2013). Business gamification for dummies. John Wiley & Sons. Dunleavy, J., & Milton, P. (2009). What did you do in school today? Exploring the conceptof studentengagementanditsimplicationsfor teaching andlearningin Canada. Canadian Education Association (CEA), 1-22. Ebel,R. L. &Frisbel,D.A. (1991).Essentials of Education Measurement (Edisike-5). NewDelhi:Prentice-Hall. Erenli, K. (2013). The impact of gamification-recommending education scenarios. International Journal of Emerging Technologies in Learning (iJET), 8. Evrekli, E., Balim, A. G., & Inel, D. (2009). Mind mapping applications in special teachingmethodscoursesfor scienceteacher candidatesandteacher candidates’ opinionsconcerningtheapplications.Procedia-Social and Behavioral Sciences, 1(1),2274-2279. Ezechi, N. G. (2019). Difficult topics in secondary school Biology Curriculum as perceived by secondary school students in Ezeagu Local Government area of EnuguState. Journal Homepage: http://esrjournal. com, 7(3). Fan, W., & Wolters, C.A. (2014). School motivation and high school dropout: The mediating role of educational expectation. British Journal of Educational Psychology, 84(1),22-39. Farah Aida Sanip & Che Nidzam Che Ahmad. (2014). Kesedaran Strategi Metakognitif Dan Kemahiran Berfikir Aras Tinggi Dalam Kalangan Murid Biologi. Jurnal Pengkajian Pendidikan (KPM) Jilid 15,2014,1-18. Farah Aida Sanip. (2015). Penilaian kesedaran strategi metakognitif dan kemahiran berfikir aras tinggi dalam kalangan pelajar Biologi. Tesis Sarjana. Universiti PendidikanSultan Idris. FatiniZakirahZaharin,NorSuriyaAbdKarim,Nur HamizaAdenan,Noor WahidaMd Junus, RawdahAdawiyahTarmizi, Nor ZilaAbd Hamid, & LatifahAbd Latib. (2021). Gamification in Mathematics: Students’ Perceptions in Learning Perimeter andArea. Jurnal Pendidikan Sains Dan Matematik Malaysia, 11,7280. Fauzi,A.,&Mitalistiani,M.(2018).Highschoolbiologytopicsthatperceiveddifficult by undergraduate students. Didaktika Biologi: Jurnal Penelitian Pendidikan Biologi, 2(2),73-84. Feng, S. L., & Tuan, H. L. (2005). Using ARCS model to promote 11th graders' motivation and achievement in learning about acids and bases. International journal of science and mathematics education, 3(3),463-484. Ferreira, W. S., Filho, M. C., & Ferreira, S. R. (2019). Gamification Applied to the Physics Teaching. International Journal of Learning and Teaching. Vol. 5, No. 4. 318-321. Field,A. (2009). Discovering statistics using SPSS.SagePublication. Finn,J. D. (1989).Withdrawing fromSchool. Review of Educational Research,59(2), 117-142. Finn, J. D., & Zimmer, K. S. (2012). Student engagement: What is it? Why does it matter? In Handbook of research on student engagement (hlm. 97-131). Springer,Boston,MA. Fortemps, P., & Roubens, M. (1996). Ranking and defuzzification methods based on areacompensation. Fuzzy sets and systems, 82(3),319-330. Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2012). How to Design and Evaluate Research in Education (8thed.).NewYork:McGraw-Hill. Fraenkel, J.R, & Wallen, E.N. (1996). How to Design and Evaluate Research. United Stateof America: Mc-Graw-Hill. Fredricks,J.A.,Blumenfeld,P.C.,&Paris,A.H.(2004).Schoolengagement:Potential of theconcept,stateof theevidence. Review of educational research,74(1),59109. Fredricks, J., McColskey, W., Meli, J., Mordica, J., Montrosse, B., & Mooney, K. (2011). Measuring student engagement in upper elementary through high school:adescription of 21instrumens. Issues and Answers Report,098,26–27. Washington,DC:U.S. Departmentof Education,IES. Friedenberg, L. (1995). Psychological testing: Design, analysis, and use. Boston: AllynandBacon. Gagné, R.M., Wager, W.W., Golas, K.C., & Keller, J.M. (2005). Principles of Instructional Design. (Edisike-5).USA: ThomsonWadsworth. Gall, M. D., Borg, W. R., & Gall, J. P. (2003). Educational Research: An introduction (Edisike-7).Boston:Allyn&Bacon. Gay,L.R.,Mills,G.E.,&Airasian,P.W.(2012). Educational Research: Competencies for Analysis and Application (Edisi ke-10). Upper Saddle River, New Jersey: PrenticeHallInc. George,D. & Mallery, P. (2006). SPSS For Window Step by Step: A Simple Guide and Reference. (Edisike-6).Boston:PearsonEducationInc. Gerlach, V. S., & Ely, D.P. (1980). Teaching & Media: A Systematic Approach. (Edisi ke-2).EnglewoodCliffs,NJ: PrenticeHall. Ghani, N. A., Mamat, N. H., & Zakaria, E. (2018). Factors influencing students' motivation in learning biology at the secondary level. International Journal of Academic Research in Progressive Education and Development,7(4),31-44 Ghazali, D., & Sufean, H. (2017). Metodologi Pengkajian Dalam Pendidikan. Kuala Lumpur:UniversitiMalaya. Gilbert, S. (2016). Designing Gamified Systems: Meaningful play in interactive entertainment, marketing and education.Burlington:FocalPress. Glanville, J. L., & Wildhagen, T. (2007). The measurement of school engagement: Assessing dimensionality and measurement invariance across race and ethnicity. Educational & Psychological Measurement, 67, 1019–1041. Gliem,J.A. &Gliem,R.R.(2003).Calculating,Interpreting andReportingCronbach’s Alpha Reliability Coefficient for Likert-Type Scales. Midwest Research to PracticeConferencein adult,Continuing andCommunityEducation. TheOhio StatesUniversity,Columbus,OH. 8-10Oktober. Gliner, J.A., Morgan, G.A., & Leech, N.L. (2009). Research methods in applied settings: An integrated approach to design and analysis. (Edisi ke-2). New York,NY:Routledge. Glover, I. (2013). Play As You Learn: Gamification as a Technique for Motivating Learners. Paper presented at World Conference on Educational Multimedia, HypermediaandTelecommunications. Chesapeake:AACE. Glynn, S. M., Brickman, P., Armstrong, N., & Taasoobshirazi, G. (2011). Science Motivation Questionnaire II: Validation with science majors and nonscience majors. Journal of Research in Science Teaching, 48(10),1159–1176. Glynn, S.M., Aultman, L.P., & Owens, A.M. (2005). Motivation to learn in general educationprograms. The Journal of General Education 54(2):150–170. Göksün,D. O.,& Gürsoy, G. (2019).Comparingsuccessandengagementingamified learningexperiencesviaKahootandQuizizz. Computers & Education,135,1529. González,N.V.,&Rossi,A. M. (2016).Examiningpedagogicalknowledgecontenton mitosisinauniversity context. Multidisciplinary Journal for Education, Social and Technological Sciences, 3. Goodwin, B., & Miller, K. (2013). Research says evidence on Flipped Classrooms is stillcomingin. Technology Rich Learning, 70 (6),78-80. Greager,J.,&Murray,D. (1991).Theuseof modulesincollegeteaching. Washington, D. C: Nichols Publishing Co. Groening,C.,&Binnewies,C.(2019).“Achievementunlocked!”-Theimpactof digital achievements as a gamification element on motivation and performance. Computers in Human Behavior, 97,151-166. Gronlund, N.E. (2009). Assessment of student achievement (Edisi ke-9). New Jersey: PearsonEducation Inc. Guay, F., Chanal, J., Ratelle, C. F., Marsh, H. W., Larose, S., & Boivin, M. (2010). Intrinsic, identified, and controlled types of motivation for school subjects in young elementary school children. British Journal of Educational Psychology, 80(4),711-735. Guilloteaux, M.J. & Dornyei, Z. (2008). Motivating language learners:A classroom-oriented investigation of the effects of motivational strategies on student motivation. TESOL Quarterly 42(1):55-77. Gungor,S.N.,&Ozkan,M.(2017).Evaluationof theConceptsandSubjectsinBiology Perceived to Be Difficult to Learn and Teach by the Pre-Service Teachers Registered in the Pedagogical Formation Program. European Journal of Educational Research, 6(4),495-508. Gustafson, K. L., & Branch, R. M. (2002). What is instructional design? Dlm. Reiser,R.A. & Dempsey, J. A. (pnyt.). Trends and Issues in Instructional Design and Technology, hlm.16–25. SaddleRiver,NJ:Merrill/Prentice-Hall. Gustafson, K. L. (1991). Survey of instructional development models. ERIC Clearinghouseon Information&Technology. Gustafson,K.L.,&Branch,R.M.(1997). Survey of instructional development models.(Edisike-3).NewYork:ERIC Clearinghouseon Information&Technology. Hahs-Vaughn,D.L.(2016).Applied multivariate statistical concepts.Taylor &Francis. Hair,J.,Black,W.,Babin,B.,&Anderson,R.(2019).Multivariate data analysis.(Edisi ke-8). UnitecStateofAmerica:CengageLearning. Haladyna, T. M. (2004). Developing and validating multiple-choice test items. British Journal of Educational Technology. (Edisi ke-3.) Mahwah, New Jersey: LawrenceErlbaumAssociates,Inc. Haladyna, T.M. (1997). Writing test items to evaluate higher order thinking. Boston: Allyn&Bacon. Halil, Y. (2008). Minimum sample size for Cronbach’s coefficient Alpha: A Monte-Carlo study. H. U. Journal of Education 35:397-405. Hallgren, K.A. (2012). Computing Inter-Rater Reliability for Observational Data:An Overview and Tutorial. University of Mexico: Tutor Quant Methods Psychol. 8(1):23–34. Hamari, J. (2013). Transforming Homo Economicus into Homo Ludens: A Field Experiment on Gamification in a Utilitarian Peer-to-Peer Trading Service. Electronic Commerce Research and Applications,12 (4),236–245. Hamari,J. (2015).Computersin HumanBehavior Dobadgesincreaseuser activity?A fieldexperimentontheeffectsofgamification. Computers in Human Behavior, 1–10. Hamari, J. (2017). Do badges increaseuser activity?Afield experiment onthe effects of gamification. Computers in human behavior, 71,469-478. Hamari, J., & Eranti, V. (2011) Framework for Designing and Evaluating Game Achievements. Dalam Digra conference Hamari, J., Koivisto, J., &Sarsa, H. (2014).Does gamification work? --Aliterature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences, 3025-3034. Hamari, J., Sherno., D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement,.owandimmersioningame-basedlearning.Computers in Human Behavior, 54,170–179. HanitaMohdYusoff &NorzainiAzman.(2018).Pencapaianakademikmuridlelakidan perempuan:Peranansokonganpembelajarandanpenglibatanmurid. Malaysian Journal of Learning and Instruction, 15(2),257-287. Hannafin, M. J., & Peck, K. L., (1988). The Design, Development, & Evaluation of Instructional Software. NewYork:MacmillanPublishing Company. Harrold, D. J. (2015). Game on: A qualitative case study on the effects of gamified curriculum design on student motivational learning habits. TesisDr.Fal.Robert MorrisUniversity. HassonF,KenneyS,&McKennaH.(2000).Researchguidelinesfor theDelphisurvey technique. Journal Advance Nursing, 32, 8-15. Hazwani Nordin & Dalbir Singh. (2016). Ulasan Elemen Reka BentukAntara Muka bagi Meningkatkan Penglibatan Murid terhadap E-Pembelajaran di Institusi Pengajian. Malaysian Journal of Information and Communication Technology 1(2). Heinich, R., Molenda, M., & Russell, J. (1989). Instructional media and the new technologies of instruction. NewYork:Macmillan. Heinich, R., Molenda, M., Russell, J. D, & Smaldino, S. (1999). Instructional media and technologies for learning. (Edisi ke-6) Upper Saddle River, NJ: Prentice Hall. Heinich,R., Molenda,M., Russel, J. D. & Smaldino, S.E. (2001). Instructional Media and Technologies for Learning.(Edisike-7).NewJersey:Merill PrenticeHall. Helmer, O. (1968).Analysis of future. The Delphi Method. Technological forecasting for industry and government.SantaMonica,CA:RAND Corporation. Hergenhann, B. R., & Olson, M.H. (2005). An Introduction to Theories of Learning. (Edisike-7).PearsonEducation,Inc.,Upper SaddleRiver,NewJersey. Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. (2016). EngagingAsian students throughgamemechanics:Findingsfromtwoexperimentstudies. Computers & Education, 92,221-236. Hodson, D. (2014). Biology education: the challenge of engaging students in science. London:Routledge. Hong,G.Y.,&Masood,M. (2014).Effectsof gamificationonlower secondaryschool students’ motivation and engagement. International Journal of Social, Education, Economics and Management Engineering, 8(12),3483-3490. Hsu, C. C., & Sandford, B. A. (2007). The Delphi technique: making sense of consensus. Practical assessment, research, and evaluation, 12(1),10. Hsu,Y. L.,Lee,C.H.,&Kreng,V. B.(2010).Theapplicationof FuzzyDelphiMethod and FuzzyAHPin lubricant regenerative technology selection. Expert Systems with Applications, 37(1),419-425. Huang, B, & Hew, K. F. (2018). Implementing a theory-driven gami.cation model in higher education .ipped courses: E.ects on out-of-class activity completion andqualityof artifacts. Computers & Education, 125,254–272. Huang, B., & Hew, K. F. (2015). Do points, badges and leaderboard increase learning and activity: A quasi-experiment on the effects of gamification. Dalam Proceeding of the 23rd International Conference on Computers in Education (hlm. 275–280). Huang, B., Hew, K. F., & Lo, C. K. (2019). Investigating the effects of gamificationenhancedenhanced flippedlearning onundergraduatestudents’behavioraland cognitiveengagement. Interactive Learning Environments,27(8),1106-1126. Huang, W. H.-Y., & Soman, D. (2013). A practitioner’s guide to gami.cation of education (Tech. Rep.). Toronto, Canada: Rotman School of Management, Universityof Toronto. Huang, W. H. Y., & Soman, D. (2013b). Gamification of education. Report Series: Behavioural Economics in Action, 29,11-12. Huang,W. H.,Huang,W.Y.,&Tschopp,J. (2010).Sustainingiterative gameplaying processes in DGBL: The relationship between motivational processing and outcomeprocessing. Computers and Education,55(2),789–797. Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. Dalam Proceedings of the AAAI Workshop on Challenges in Game AI 4(1),1722. Huotari, K., & Hamari, J. (2012). "Defining Gamification -A Service Marketing Perspective". Proceedings of the 16th International Academic Mind Trek Conference2012,Tampere,Finland. Hwang,G.J.,&Chen,C.H. (2017).Influencesof aninquiry-basedubiquitousgaming designonstudents’learningachievements,motivation,behavioralpatterns,and tendency towards critical thinking and problem solving. British Journal of Educational Technology, 48(4),950-971. Hwang,G.-J.,Sung,H.-Y.,Hung,C.-M.,Yang,L.-H.,&Huang,I.(2013).Aknowledge engineeringapproachtodevelopingeducationalcomputer gamesfor improving students’differentiatingknowledge. British Journal of Educational Technology, 44(2),183–196. Ichsan, I. Z., Sigit, D. V., Miarsyah, M.,Ali,A.,Arif, W. P., & Prayitno, T. A. (2019). HOTS-AEP:Higher Order ThinkingSkillsfromElementarytoMaster Students in Environmental Learning. European Journal of Educational Research, 8(4), 935-942. Iosup, A., & Epema, D. (2014). An Experience Report on Using Gamification in Technical Higher Education. 45th ACM Technical Symposium on Computer ScienceEducation,SIGCSE2014,(2008),27–32. Irene, L. L. P. (2020). Keberkesanan modul lab-madi terhadap kemahiran penghujahan, kemahiran proses sains dan penguasaan konsep resapan dan osmosis.TesisDr. Fal. UniversitiKebangsaan Malaysia. Ishikawa,A.,Amagasa,M., Shiga,T.,Tomizawa,G.,Tatsuta, R., & Mieno, H. (1993). The max-min Delphi method and fuzzy Delphi method via fuzzy integration. Fuzzy sets and systems, 55(3),241-253. Jackson,S. L. (2016). Research Methods and Statistics: A Critical Thinking Approach (Edisike-5).Belmont:Wadsworth,cengageLearning. Jacobs, J. M. (1996). Essential assessment criteria for physical education teacher education program: A Delphi study. PhDThesis,WesternVirginiaUniversity. Jamalludin Harun & Zaidatun Tasir. (2003). Multimedia dalam Pendidikan. Bentong: PTS Publications. JamaludinAhmad. (2016). Modul Motivasi Diri. (Edisi Ke-3). Kuala Lumpur: Dewan BahasadanPustaka. Jang, H. (2008). Supporting students’motivation, engagement, and learningduring an uninterestingactivity. Journal of Educational Psychology,100(4),798–811. Jawabreh,R.,&Bicen,H. (2020).Contentanalysisof articlesthatrelated to theuseof googleclassroom and gamification in education from2016 to 2020. Near East University Online Journal of Education, 3(2),53-65. Jeng, D. J. F., & Tzeng, G. H. (2012). Social influence on the use of clinical decision support systems: Revisiting the unified theory of acceptance and use of technology by the fuzzy DEMATEL technique. Computers & Industrial Engineering, 62(3),819–828. Johnson,L.,Adams,S.,&Haywood,K.(2011). The NMC Horizon Report: 2011 K–12 Edition. New Media Consortium. TheNewMediaConsortium. Jones,H.,&Twiss,B.L.(1978). Forecasting Technology for Planning Decisions.New York:Mcmillan. Jones, S. M., Katyal, P., Xie, X., Nicolas, M. P., Leung, E. M., Noland, D. M., & Montclare, J. K. (2019). A ‘KAHOOT!’approach: the effectiveness of gamebasedlearningfor anadvancedplacementbiologyclass. Simulation & Gaming, 50(6),832-847. Julious, S. A. (2005). Sample size of 12 per group rule of thumb for a pilot study. Pharmaceutical Statistics, 4(4),287–291. Jusuf, H. (2016). Penggunaan gamifikasi dalam proses pembelajaran. Jurnal TICom, 4(3),92772. Kalogiannakis,M.,Papadakis,S.,&Zourmpakis,A.I.(2021).Gamificationinscience education.Asystematicreviewof theliterature. Education Sciences, 11(1),22. Kamaruddin,K.N.S.,Zainuddin,Z.,&Ahmad,N.A.(2019).Teachers'perceptionson the use of active learning strategies in the teaching and learning of biology. Creative Education,10(11),2793-2805. Kamisah Osman & Lay, A. N. (2020). MyKimDG module: an interactive platform towards development of twenty-first century skills and improvement of students’knowledgein chemistry. Interactive Learning Environments, 1-14. KamisahOsman,ZanatonIksan,&LiliaHalim.(2007).Sikapterhadapsainsdansikap saintifikdikalangan muridsains. Jurnal pendidikan,32,39-60. Kaplan, R. M., & Saccuzzo, D. P. (2009). Psychological testing: Principles, applications, and issues. (Edisike-7).Belmont, CA:Wadsworth. Kapp,K.M.(2012).Thegamificationof learningandinstruction:Game based methods and strategies for training and education.SanFrancisco,CA: Pfeiffer. Kapp, K. M. (2014). The Gamification of Learning and Instruction Fieldbook: Ideas into Practice. Pfeiffer Karagaratnan S.A, K. (2015). Pembinaan modul Bio-I-Think dan kesannya terhadap pencapaian serta kemahiran berfikir aras tinggi murid tingkatan empat. Tesis Sarjana. Universiti PendidikanSultan Idris. Kauchak, D. E., & Eggen, P. D. (2012). Strategies and models for teachers: Teaching contentandthinking skills. Kaufmann,A., & Gupta, M. M. (1988). Fuzzy Mathematical Models in Engineering and Management Science.NewYork:Elsevier ScienceInc. Kaur,N., Dwivedi,D.,Arora,J.,& Gandhi,A. (2020).Studyof theeffectivenessof e-learning to conventional teaching in medical undergraduates amid COVID-19 pandemic. National Journal of Physiology, Pharmacy and Pharmacology, 10(7),563-567. Kaur, G., Yap, S. F., & Ling, Y. M. (2017). The use of interactive multimedia in enhancingtheunderstandingof difficultbiologyconcepts: A study on form four students. Creative Education, 8(13),2106-2119. Kazeni, M.M.M. (2005). Development and validation of a test of Integrated Science Process Skills for further education and training learners. Tesis Sarjana. Univerisity of Pretoria, South Africa). Dimuat turun daripada http://upetd.up.ac.za/thesis/available/etd-04302008145702/unrestricted/dissertation .pdf Ke, F. (2009). A qualitative meta-analysis of computer games as learning tools. Handbook of research on effective electronic gaming in education, 1-32. Kementerian Pendidikan Malaysia (2013). Pelan Pembangunan Pendidikan Malaysia 2013-2025 (PPPM 2013-2025). Putrajaya:KementerianPendidikan Malaysia. Kementerian Pendidikan Malaysia. (2012). Kajian TIMSS dan PISA: Status Pencapaian Malaysia. Diperoleh daripada http://apps2.moe.gov.my/kurikulum/v2/download/HOTs/StatusPencapaian MalaysiaDalamTIMSS danPISA.pdf Kementerian Pendidikan Malaysia. (2016). Laporan TIMSS 2015-Trends in International Mathematics and Sciences Study. Kementerian Pendidikan Malaysia:Putrajaya. Kementerian Pendidikan Malaysia. (2017). Dasar Pendidikan Kebangsaan. Firdaus PressSdn. Bhd: Selangor. Kementerian Pendidikan Malaysia. (2018). Laporan Tahunan 2017 Pelan Pembangunan Pendidikan Malaysia 2013-2025. Putrajaya: Kementerian PendidikanMalaysia. Kementerian Pendidikan Malaysia. (2019). Pengumuman Analisis Keputusan Sijil PelajaranMalaysia(SPM) 2018. KementerianPendidikanMalaysia:Putrajaya. Kementerian Pendidikan Malaysia. (2020). Pengumuman Analisis Keputusan Sijil PelajaranMalaysia(SPM) 2019. KementerianPendidikanMalaysia:Putrajaya. Kementerian Pendidikan Malaysia. (2021). Pengumuman Analisis Keputusan Sijil PelajaranMalaysia(SPM) 2020. KementerianPendidikanMalaysia:Putrajaya. Kementerian Pendidikan Malaysia. (2022). Pengumuman Analisis Keputusan Sijil PelajaranMalaysia(SPM) 2021. KementerianPendidikanMalaysia:Putrajaya. Kemp,J. D. (1985). The Instructional Design Process. NewJersey:EnglewoodCliffs. EducationalTechnologyPublications. Kerlinger, F. N. (1986). Foundations of behavioral research. (Edisi ke-3). NewYork, Holt,Rinehart&Winston,Inc. Kerlinger, F. N., & Lee, H.B. (2000). Foundations of Behavioral Research. (Edisi ke4).UnitedStates:WadsworthThomson Learning. Khairul Azhar Mat Daud, Nik Zulkarnaen Khidzir & Mohd Ali Samsudin. (2016). Pembangunan dan validasi instrumen motivasi pembelajaran murid. International Journal of Creative Future and Heritage (TENIAT),4(2). Khairulhasni Abdul Kadir. (2017). Pembangunan dan Penilaian Modul Pengajaran Sains (E-SMART) Berasaskan Pendekatan Konstruktivisme bagi Menerapkan Kemahiran Berfikir Kreatif Murid Tingkatan 2. Tesis Dr. Fal. Universiti KebangsaanMalaysia. Khaleel, F. L., Ashaari, N. S., Meriam, T. S., Wook, T., & Ismail, A. (2016). The architecture of dynamic gamificationelements-based learning content. Journal of Convergence Information Technology, 11(3),164-177. Kiefer, S. M.,Alley, K. M., & Ellerbrock, C. R. (2015). Teacher and peer support for young adolescents’ motivation, engagement, and school belonging. Rmle Online, 38(8),1-18. Kiili, K., Ketamo, H., & Kickmeier-Rust, M. D. (2014). Evaluating the usefulness of EyeTrackinginGame-basedLearning.International Journal of Serious Games, 1(2). Kiliç, S. (2018). Determining the cognitive structures and misconceptions about chromosome and homologous chromosome concepts in high school students: Drawing-writing technique. European Journal of Education Studies. Kindfield,A.C.H.(1994).UnderstandingabasicBiologicalprocess:Expertandnovice modelsof meiosis. Science Education 78(3):255-283. Kiryakova, G., Angelova, N., & Yordanova, L. (2014). Gamification in education. Dalam Proceedings of 9th International Balkan Education and Science Conference. Klem, A.M., & Connell, J.P. (2004). Relationship Matter: Linking Teacher Support EngagementandAchievement. Journal of School Health,74(7):262-272. Klopfer, E., & Yoon, S. (2005), Developing games and simulations for today and tomorrow’s tech Savvy Youth. Tech trends. Linking Research & Practice to Improve Learning, 49(3),33–41. Koh, E., Kin, Y. G., Wadhwa, B., & Lim, J. (2012). Teacher perceptions of games in Singaporeschools. Simulation & Gaming, 43(1),51-66. Kongvitayanont,V.,Pipitrat,P.,Sathong,K.,&Tangsripairoj,S.(2017).Bloodybuddy: A biology game-based learning application. In 2017 6th ICT International Student Project Conference (ICT-ISPC) (pp. 1-4).IEEE. Krathwohl, D. R. (2002).Arevision of Bloom's taxonomy:An overview. Theory into practice, 41(4),212-218. Krause, K. L., & Coates, H. (2008). Students’ engagement in first-year university. Assessment & Evaluation in Higher Education, 33(5),493-505. Krause, M., Stark, R., & Mandl, H. (2021). When engagement fails to ignite: Investigating the association between student engagement profiles and perceived relevance in upper-secondary classrooms. Learning and Instruction, 72,101450. Krejcie,R.V.,&Morgan,D.W.(1970).DeterminingSamplesizefor researchactivities. Educational and Psychological Measurement 30:607-610. Kuo,M. S.,&Chuang,T.Y.(2016).Howgamifcationmotivatesvisitsandengagement for online academic dissemination. An empirical study. Computers in Human Behavior,55,16–27. Kuo, Y.-F., & Chen, P.-C. (2008). Constructing performance appraisal indicators for mobility of the service industries using Fuzzy Delphi Method. Expert Systems with Applications, 35(4),1930–1939. Laidra,K.,&Halapuu,V.(2020).WhyareEstonianstudentslessmotivatedinschools? Exploring student motivation through the prism of self-determination theory. Journal of Education and Learning, 9(3),168-184. Landers, R. N. (2014). Developing a theory of gamified learning: Linking serious gamesandgamification of learning. Simulation & gaming, 45(6),752-768. Landers, R. N., & Landers,A. K. (2014).An empirical test of the theory of gamifed learning:Theeffectof leaderboardsontime-on-taskandacademicperformance. Simulation & Gaming, 45(6),769–785. LayAh Nam. (2017). Pembangunan dan Keberkesanan Modul MYKIMDG Terhadap Pencapaian dalam Topik Garam, Kemahiran Abad Ke-21 dan Motivasi dalam Kimia. Tesis Dr. Fal. UniversitiKebangsaan Malaysia. Lee Tien Tien & Kamisah Osman. (2012). Penggunaan Modul Multimedia Interaktif dengan Agen Pedagogi dalam Pembelajaran Elektrokimia: Kesan terhadap Pemahaman Konsep dalam Elektrokimia. Sains Malaysiana 41(10): 1301– 1307. Lee Tien Tien. (2013). Pembinaan dan keberkesanan modul multimedia interaktif dengan ejen pedagogi dalam pembelajaran Elektrokimia. Tesis Dr. Fal. UniversitiKebangsaanMalaysia. Lee, J., & Hammer, J. (2011). Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 15(2),146. Lei, H., Cui, Y., & Zhou, W. (2018). Relationships between student engagement and academic achievement:Ameta-analysis. Social Behavior and Personality: an international journal, 46(3),517-528. Lembaga Peperiksaan Malaysia (2013). Kemahiran Berfikir Aras Tinggi. Putrajaya: KementerianPendidikanMalaysia. Lembaga Peperiksaan Malaysia (2016-2022). Laporan Analisis Peperiksaan Sijil Pelajaran Malaysia. Putrajaya: KementerianPendidikanMalaysia. Lewis,A., & Smith, D. (1993). Defining higher order thinking. Theory into practice, 32(3),131-137. Li, J., & Li,Y. (2020).TraditionalTeachingMethodsAreStill Effectivein Cultivating Students’CriticalThinking andCreativity:ACase Study of a Chinese Medical College. Higher Education Studies, 10(1),1-9. Li, Y. J., & Shieh, C. J. (2016).Astudy on the effects of multiple goal orientation on learning motivation and learning behaviors. Eurasia Journal of Mathematics, Science and Technology Education, 12(1),161-172. Lieberoth, A. (2014). Shallow gamification – psychological effects of framing an activity asagame(w.i.p.-title). Games and Culture, in review, 1–20. Lim, C. H. (2007). Penyelidikan pendidikan: Pendekatan kuantitatif dan kualitatif. Selangor:McGraw-Hill Education(Malaysia) Sdn. Bhd. Linn,R.L.,&Gronlund,N.E.(2000).Measurement and Assessment in Teaching (Edisi Ke-8).Upper SaddleRiver:PrenticeHall. Liu, E. Z. F., & Chen, P. K. (2013). The effect of game-based learning on students’ learningperformanceinsciencelearning–Acaseof “conveyancego”.Procedia-Social and Behavioral Sciences, 103,1044-1051. Liu,M.,Rosenblum,J.,Horton,L.,&Kang,J. (2014).UsingaGame-BasedApproach to Design a Rich Media Learning Environment. Dalam EdMedia+ Innovate Learning (pp. 326-338). Association for the Advancement of Computing in Education(AACE). Liu, W. K. (2013). Application of the fuzzy delphi method and the fuzzy analytic hierarchy process for the managerial competence of multinational corporation executives. International Journal of e-Education, e-Business, e-Management and e-Learning, 3(4),313. Lo, C. K., & Hew, K. F. (2020).Acomparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement. Interactive Learning Environments, 28(4),464-481. Lodico, M. G., Spaulding, D. T., & Voegtle, K. H. (2010). Methods in educational research from theory to practice (Edisike-2.) San Francisco:Jossey-Bass. Loewenthal,K.M. (2001).An Introduction to Psychological Tests and Scales (Edisike2).Universityof London:Psychology Press. Lu Chung Chin. (2015). Pembangunan dan Keberkesanan Modul Berasaskan Pendekatan Permainan (MBPP) dalam Pendidikan Awal Matematik Prasekolah.TesisDr. Fal. UniversitiKebangsaan Malaysia. Lynn, M. R. (1986). Determination and quantification of content validity. Nursing Research, 35(6),382-386. Ma, Z., Shao, C., Ma, S., & Ye, Z. (2011). Constructing road safety performance indicators using fuzzy delphi method and grey delphi method. Expert systems with applications, 38(3),1509-1514. Mack, Z., & Sharples, S. (2009). The importance of usability in product choice: A mobilephonecasestudy. Ergonomics, 52(12),1514-1528. Marks, H. M. (2000). Student engagement in instructional activity: Patterns in the elementary, middle, and high school years. American educational research journal, 37(1),153-184. Martin,A.J. (2003).TheStudentMotivationScale:Further testingof aninstrumenthat measures school students' motivation. Australian Journal of Education, 47(1), 88-106. Martin. D. W. (2008). Doing Psychology Experiments. (Edisi ke-7). Belmont: Wadsworth,CengageLearning. Martin, J., & Torres,A. (2016). What is student engagement and why is it important? Retrieved May, 4,2018. Martina Maamin. (2021). Hubungan kualiti Guru, Status Sosioekonomi Keluarga dan Penglibatan Murid dengan Pencapaian matematik Murid Sekolah Menengah. TesisDr. Fal. UniversitiKebangsaan Malaysia. Martí-Parreño, J., Seguí-Mas, D., & Seguí-Mas, E. (2016). Teachers’attitude towards and actual use of gamification. Procedia-Social and Behavioral Sciences, 228, 682-688. Mason, J. (2002). Researching your own practice: The discipline of noticing. Routledge. McDaniel,R.,Lindgren,R.,&Friskics,J.(2012).Usingbadgesfor shapinginteractions in online learning environments. In 2012 IEEE international professional communication conference (pp. 1-4).IEEE. McGonigal, J. E. (2010). Gaming can make a better world. Palm Springs, California, U.S.A. McGrath, N., & Bayerlein, L. (2013). Engaging online students through the gamification of learning materials: The present and the future. In ASCILITE-Australian Society for Computers in Learning in Tertiary Education Annual Conference (pp. 573-577).Australasian Society for Computers in Learning in TertiaryEducation. McGregor, D., & Cartwright, L. (2011). Developing Reflective Practice: A Guide for Beginning Teachers: A Guide for Beginning Teachers. McGraw-Hill Education (UK). Mchucha,I.R., Ismail, Z. I., &Tibok, R. P. (2017).Developing aGamification-Based Thesaurus App to Improve English Language Vocabulary: A Case study of Undergraduate Students in Malaysia. CARNIVAL ON e-LEARNING (IUCEL), 43. McKillip,J.(1987).Need Analysis: Tools for the Human Services and Education. Sage publishers. McMillan, J.H & Schumacher, S. (2006). Research in Education. Boston: Pearson Education. McMillan, J.H. (2008). Educational research: Fundamentals for the consumer. (Edisi ke-5). Boston,MA:Pearson. McMillan, S. S., King, M., & Tully, M. P. (2016). How to use the nominal group and Delphitechniques. International journal of clinical pharmacy, 38(3),655-662. Mee, M., Wong, R., Shahdan, T. S. T., Ismail, M. R., Ghani, K. A., Pek, L. S., & Rao, Y. S. (2020). Role of Gamification in Classroom Teaching: Pre-Service Teachers'View.International Journal of Evaluation and Research in Education, 9(3),684-690. Mekler,E.D.,Brühlmann,F.,Tuch,A.N.,&Opwis,K.(2017).Towardsunderstanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71,525–534. Mekler,E. D.,Uhlmann,F.B.,Opwis,K.,&Tuch,A. N.(2013).DoPoints,Levelsand Leaderboards Harm Intrinsic Motivation?An EmpiricalAnalysis of Common GamificationElements. Gamification 2013 (pp. 66–73).Ontario. Metaj-Macula,A., & Bytyqi-Damoni,A. (2020).Adaption of the Students' motivation towards science learning (SMTSL) questionnaire into Albanian language. lkogretimOnline,19(4). Milano,M.,&Ullius,D.(1998).Designing powerful training, The Sequential-Iterative Model.Jossey-Bass/Pfeiffer.AWileyCompany,San Francisco Mills, G.E., & Gay, L.R (2019). Education Research: Competencies for Analysis and Applications (12th ed.).NewJersey:PearsonEducation. Mispuah Hassan. (2015). Keberkesanan pembelajaran berasaskan projek terhadap pencapaian pelajar dan kemahiran abad ke-21 dalam pembelajaran Biologi. TesisSarjana. Universiti Kebangsaan Malaysia. Mohamad Nurul Azmi Mat Nor & Nurzatulshima Kamarudin. (2017). Penerapan Kemahiran Berfikir Aras Tinggi (KBAT): Kesediaan Guru dalam Pengajaran dan Pembelajaran Reka Bentuk dan Teknologi (RBT) di Sekolah Rendah. International Research Journal of Education and Sciences (IRJES) 1(1),1-5. Mohamad Nurul Azmi Mat Nor, Nurzatulshima Kamarudin, Umi Kalthom Abdul Manaf, & Mohd Hazwan Mohd Puad. (2017). Penerapan kemahiran berfikir aras tinggi (KBAT) dalam kurikulum Reka Bentuk dan Teknologi (RBT) sekolahrendah. International Journal of Education and Training (InjET), 3(2), 1-7. Mohamad Zaidir Zainal Abidin & Kamisah Osman. (2017). Tahap pengetahun, pemahaman, kemahiran dan pelaksaanaan guru sains terhadap kemahiran berfikir aras tinggi (KBAT). Journal of Advanced Research in Social and Behavioural Sciences. 8(1):97-113 Mohammad Aziz Shah Mohamed Arip. (2010). Effect of group guidance on self-concept, resilience, and adolescent aggression. Tesis Dr. Fal. Universiti KebangsaanMalaysia. MohdAfifiBaharudinSetambah.(2017). Pembangunan dan Pengujian Modul Kaedah Pengajaran Berasaskan Adventure terhadap Pencapaian Statistik Asas, Kemahiran Berfikir Kritis dan Kemahiran kepimpinan. TesisDr. Fal. Universiti PendidikanSultan Idris. MohdMajid, K. (2009). Kaedah Pengkajian Pendidikan.(Edisike-8.) KualaLumpur: DewanBahasaDanPustaka. MohdNajibAbdulGhafar. (2011). Pembinaan dan analisis ujian bilik darjah.Skudai: UniversitiTeknologiMalaysia MohdNorawiAli.(2014).Pembangunan dan keberkesanan modul inovasi kereta solar dalam projek berasaskan sains terhadap motivasi dan pemikiran inovatif pelajar sains. TesisDr. Fal. Universiti Kebangsaan Malaysia. Mohd Ridhuan Mohd Jamil & Nurulrabihah. (2020). Kepelbagaian metodologi dalam Penyelidikan Reka Bentuk dan Pembangunan. Qaisar PrestigeResources. Shah Alam. Mohd Ridhuan Mohd Jamil, Saedah Siraj, Zaharah Hussin, Nurulrabihah Mat Noh & Ahmad Arifin Sapar. (2014). Pengenalan Asas Kaedah Fuzzy Delphi dalam Penyelidikan Rekabentuk Pembangunan. Bandar Baru Bangi: Minda Intelek Agency. Mohd Ridhuan Mohd Jamil, Saedah siraj, Zaharah Hussin, Nurulrabihah Mat Noh & Ahmad Arifin Sapar. (2017). Pengenalan Asas Kaedah Fuzzy Delphi Dalam Penyelidikan Rekabentuk dan Pembangunan. (Mohd Ridhuan Mohd Jamil, Ed.). Kuala Lumpur, Malaysia: Minda Intelek Agency. Mohd Ridhuan Mohd Jamil. (2016). Pembangunan model kurikulum latihan SkiVes bagi program pengajian kejuruteraan pembelajaran berasaskan kerja. TesisDr. Fal. Universiti Malaya. Moore, G. C., & Benbasat, I. (1991). Development of an instrument to measure the perceptions of adopting an information technology innovation. Information systems research, 2(3),192-222. Morrison, G. R., Ross, S. M., Morrison, J. R. & Kalman, H. K. (2019). Designing effective instruction. USA: John,Wiley&Sons. Muhamad Shakir Saad, Sabariah Sharif & Muralindran Mariappan. (2018a). Keberkesanan Proses Pembelajaran Robot Permainan Kepada Motivasi Murid Bagi Topik Respirasi Sel. International Journal of Education, Psychology and Counseling, 3(8),1-12. Muhamad Shakir Saad, Sabariah Sharif & Muralindran Mariappan. (2018b). Pembangunan Modul Robot Permainan topik Respirasi Sel menggunakan ModelADDIE.Jurnal Pendidikan Sains Dan Matematik Malaysia,8(1),55-73. Mullen, P. M. (2003). Delphi: Myths and reality. Journal of health organization and management,17(1),37-52. Mullich,D. (2016).DefiningPlay,Game,andGaming. Online the, 16,04-19. Muntean,C.I.(2011).Raisingengagementine-learningthroughgamification.In Proc. 6th International Conference on Virtual Learning ICVL (Vol. 1, pp. 323-329). Murphy, K.R., & Davidshofer, C.O. (1998). Psychological Testing: Principles and Applications.(4th Eds).PrenticeHall:New Jersey. Murphy, M. K., Black, N. A., Lamping, D. L., McKee, C. M., Sanderson, C. F., Askham, J., & Marteau, T. (1998). Consensus development methods, and their use in clinical guideline development. Health Technology Assessment (Winchester, England), 2(3),i-88. Murray, T. J., Pipino, L. L., & Van Gigch, J. P. (1985). A pilot study of fuzzy set modificationof Delphi. Human Systems Management, 5(1),76-80. Murry Jr, J. W., & Hammons, J. O. (1995). Delphi: A versatile methodology for conductingqualitativeresearch.The review of higher education,18(4),423-436. Myers, A. (1987). Experimental Psychology (2nd ed.). California: Brooks/Cole PublishingCompany. NationalCenter for SchoolEngagement. (2006). Quantifyingschoolengagement. Newmann, F., Wehlage, G., & Lamborn, S. (1992). The significance and sources of student engagement. Student engagement and achievement in American secondary schools,11-39. Ngu Kee Shing. (2016). Pembangunan Modul Kurikulum Intergenerasi Berasaskan Perkongsian Kemahiran. TesisDr. Fal. Universiti Malaya. KualaLumpur. Nicholson, S. (2012). A User-Centered Theoretical Framework for Meaningful Gamification A Brief Introduction to Gamification Organismic Integration Theory Situational Relevance and Situated Motivational Affordance. Games Learning Society 80. Nicholson, S. (2015). A recipe for meaningful gamification. In Gamification in education and business (pp. 1-20).Springer,Cham. Nik Rahimah Nik Mohamed. (2008). Modul digital dan bercetak integrasi perisian Geometer’s Sketchpad dalam pengajaran dan pembelajaran matematik: Pembinaan dan penilaian. TesisSarjana. UniversitiKebangsaanMalaysia. NikZaharahNikYaacob.(2007).Kajian Penerapan Nilai Murni Menerusi Pengajaran Bermodul. TesisDr. Fal. Universiti Kebangsaan Malaysia. Nisbet,J., &Shucksmith,J. (2017). Learning strategies.Routledge. Nitko,A. J. (1996). Educational assessment of students.Prentice-Hall Nitko,A.J. & Brookhart, S.M. (2011). Educational assessment of students. (Edisi ke6).Boston,MA:Pearson. Noor Miza Abdul Rahman. (2015). Pembangunan Modul Berasaskan Pendekatan Projek untuk Meningkatkan kemahiran berkomunikasi Murid Tadika. TesisDr. Fal. UniversitiSains Malaysia. Nor TutianiAb. Wahid. (2019). Development of A Problem-posing Multimedia Module and Its Effectiveness to Enhance Student performance in Form Four Biology. TesisDr. Fal. Universiti Putra Malaysia. Noraini Idris. (2010). Penyelidikan dalam Pendidikan. Kuala Lumpur: McGraw-Hill (Malaysia) Sdn. Bhd. Norfariana Rahim & Lee Tien Tien. (2021). Development of Acid Base e-learning (e-PAB) Module using Google Classroom. Journal of Science and Mathematics Letters,9(1),1-10. NorhusyairiHawari,NurulHidayahMat Zain&AslinaBaharum. (2020).Theneed of gamified assessment for engaging learning experience. Bulletin of Electrical Engineering and Informatics, 9(2),722-728. Norlia, G. (2010). Pembinaan Instrumen dan Pemeriksaan Ciri-Ciri Psikometrik Instrumen Pemilihan Pemimpin Sekolah. Tesis PhD. Bangi: Universiti KebangsaanMalaysia. NorlidahAlias, Dorothy DeWitt & Saedah Siraj. (2013). Design and development of webquest for physics module by employing isman instructional design model. Procedia-Social and Behavioral Sciences,103,273-280. NorlidahAlias.(2010).Pembangunan modul pedagogi berasaskan teknologi dan gaya pembelajaran Felder-Silverman kurikulum Fizik sekolah menengah. Tesis Dr. Fal. Universiti Malaya. NorlidahAlias. (2013). Application of Fuzzy Delphi Method in Educational Research. Design and Developmental Research. Dlm. Saedah Siraj, Norlidah Alias, Dorothy DeWitt &Zaharah Hussin (pnyt). Kuala Lumpur: Pearson Malaysia Sdn. Bhd. Nunnally,J.C.&Bernstein,I.H(1994). Psychometric Theory (3rd ed.).NewYork:Mc Graw-Hill. Nunnaly,J. C. (1978). Psychometric Theory. BookCompany NewYork. Nur FadhilaBaharudin. (2017). Pembinaan dan penilaian modul PBM-SC2 dan kesan terhadap KBAT, motivasi dan refleksi dalam kalangan pelajar. Tesis Sarjana. UniversitiPendidikanSultanIdris. Nur IzwaniMohdShapri&CheNidzamCheAhmad.(2019).Thedevelopmentof Bio-GamyX module for teaching and learning Biology. Jurnal Pendidikan Sains Dan Matematik Malaysia, 9(2),1-8. Nur Izwani Mohd Shapri & Che Nidzam Che Ahmad. (2020). Kesahan Modul Berkonsepkan Gamifikasi (Bio-GamyX) untuk Pengajaran dan Pembelajaran Biologi. International Journal of Education, Psychology and Counseling, 5 (35),21-30. Nur Izwani Mohd Shapri. (2021). Pembangunan Modul Bio-GamyX dan Kesannya terhadap Motivasi, Pelibatan dan Pencapaian Topik Komposisi Kimia dalam Sel.TesisDr. Fal. Universiti Pendidikan SultanIdris. Nurkaliza Khalid, Norziah Othman, Rafiza Kasbun & Siti Rohaida Alimin. (2023). Penerapan Konsep Gamifikasi Pada Perancangan Modul Pembelajaran Untuk PendidikanStatistik. e-Jurnal Penyelidikan dan Inovasi,10(2),85-103. Nurashikin Muzafar. (2015). Pembinaan Modul Bio Three dan kesannya terhadap penguasaan konsep serta kemahiran berfikir aras tinggi murid tingkatan empat. TesisSarjana. Universiti Pendidikan SultanIdris. Nurhuda,A.,&Fariza,K. (2017).KesanGamifikasidalamPendidikanMempengaruhi Tahap Motivasi dan Penglibatan Pelajar. In M. R. Rohaila, R. NabilaAtika, & J.Nur Atikah(Ed.),Pembelajaran Abad ke-21: Trend Integrasi Teknologi (hlm. 157–163).Bangi:UniversitiKebangsaan Malaysia. Nurul Huda Kasim. (2019). Pembangunan Modul PRO-Stem Bagi Topik Biodiversiti Dan Ekosistem Serta Kesannya Terhadap KBAT Dan Kemahiran Abad Ke-21. TesisSarjana. Universiti Pendidikan SultanIdris. O'Donnell,A. M.,&Tobias,S.(2021).Learningandinstructioninthe21stcentury:An overviewof anewconceptualframework. Educational Psychologist, 1-17. Ogunkola, B. J., & Samuel, D. (2011). Science Teachers' and Students' Perceived Difficult Topics in the Integrated Science Curriculum of Lower Secondary SchoolsinBarbados. World Journal of Education, 1(2),17-29. Okoli, C., & Pawlowski, S. D. (2004). The Delphi method as a research tool: an example, design considerations and applications. Information & management, 42(1),15-29. Olic,S.,Ninkovic,S.,&Adamov,J.(2016).Adaptationandempiricalevaluationof the questionnaire on students’ motivation towards science learning. Psihologija 49(1):51–66. Oluwatayo, J. A. (2012). Validity And Reliability Issues in Educational Research. Journal of Educational and Social Research, 2(2),391–400. Ong Eng Tek, Rosmawati Muhammad Kharuddin, Sabri Salleh & Nurulhuda Abd Rahman.(2013).Keberkesananpenggunaanmodulkartundalammeningkatkan pencapaian Biologi murid. Jurnal Pendidikan Sains & Matematik Malaysia, 3(1),95-111. Ong, D., Chan, Y. Y., Cho, W. H., & Koh, T. Y. (2013). Motivation of Learning:An Assessment of the Practicality and Effectiveness of Gamification Within a Tertiary EducationSysteminMalaysia. Dalam World Academy of Researchers, Educators, and Scholars in Business, Social Sciences, Humanities and Education (In Association with the Academy of World Finance, Banking, Management and IT) Conference Proceedings, 1(1),131–146. Orcajo, I. T., & Aznar, M. (2005). Solving problems in genetics II: Conceptual restructuring. International Journal of Science Education, 27(12),1495-1519. Organizationfor EconomicCooperationandDevelopment,OECD.(2019).Programme for International StudentAssesment (PISA), Result from PISA2018. Château delaMuette: Paris, Perancis Orlich, D. C., Harder, R. J., Callahan, R. C., Trevisan, M. S., Brown,A. H., & Miller, D. E. (2013). Teaching Strategies: A Guide to Effective Instruction. (Edisi Ke10).Belmont:WadsworthCengageLearning. Othman Talib, Wong Su Luan, Shah Christirani Azhar & Nabilah Abdullah. (2009). Uncovering Malaysian Students' Motivation to Learning Science. European Journal of Social Science,266-276. Özcan N. (2003). A Group of Students’ and Teachers’ Perceptions with Respect to Biology Education at High School Level.Tesis Sarjana. Ankara: Middle East TechnicalUniversity. Ozcan,T.,Ozgur,S.,Kat,A.,&Elgun,S.(2014).Identifiyingandcomparingthedegree of difficulties biology subjects by adjusting it is reasons in elemantary and secondaryeducation. Procedia-Social and Behavioral Sciences, 116,113-122. Öztap, H., Özay, E., & Öztap, F. (2003). Teaching cell division to secondary school students:Aninvestigationof difficultiesexperiencedby Turkishteachers:Case studies. Journal of Biological Education, 38(1),13-15. Oztas, H., & Oztas, F. (2016). A Formal Reasoning Ability and Misconceptions Concerning Genetic in Middle School Students. Journal of Education and Practice, 7(30),128-130. Pajuzi Awang. (2018). Pembangunan dan Penilaian m-Kandungan (m-KBAT APP) bagi Penerapan Aspek Pentaksiran Kemahiran Berfikir Aras Tinggi dalam Sains untuk Guru Pra Perkhidmatan. Tesis Dr. Fal. Universiti Kebangsaan Malaysia. Pallant,J.(2016).SPSS Survival Manual: A Step by Step Guide to Data Analysis Using SPSS (Edisike-6).NewYork:McGraw Hill. Palmer, D. (2005). A Motivational View of Constructivist-informed Teaching, International Journal of Science Education. 27(15),1853-1881. Parsons, J., & Taylor, L. (2011). Improving student engagement. Current issues in education, 14(1). Pavlus,J. (2010).TheGameof Life. Scientific American,303,43-44. Peng, C.F. & Z.H. Hamad. (2018). Higher Order of Thinking Skills in Teaching and Learning Malay Language through QuestioningTechnique. Jurnal Pendidikan Bahasa Melayu, 8(2):p. 1-12. Piaget,J.(1936).Origins of intelligence in the child.London:Routledge&KeganPaul. Piaget, J. (1952). Play, dreams and imitation in childhood. Journal of Consulting Psychology. Piaget, J. (1959). The language and thought of the child. (Edisi ke-3). London: Routledge. Piaget, J. (1962). The relation of affectivity to intelligence in the mental development of thechild. Bulletin of the Menninger clinic, 26(3),129. Piaget, J. (1980). Six psychological studies. (D. Elkind, Ed.). Great Britain: The Harverster PressLtd. Piaget, J. (1964). Part I: Cognitive development in children: Piaget development and learning. Journal of Research in Science Teaching 2(3):176–186. Pintrich,P. R.(2000). DlmM. Boekaerts,P.R.Pintrich&M. Zeidner (Eds.),Handbook of self-regulation,(ms. 451-501).San Diego,CA:AcademicPress. Pintrich, P. R. (2004). A conceptual framework for assessing motivational and selfregulatedlearningincollegestudents. Educational Psychology Review.16: 385 -407. Pintrich,P.R.,& Schunk,D.H. (2002). Motivation in education: Theory, research, and applications (Edisike-2).upper SaddleRiver:NJ:PrenticeHall. Pires, F., Lima, F. M. M., Melo, R., Bernardo, J. R. S., & de Freitas, R. (2019). Gamification and Engagement: Development of Computational Thinking and the Implications in Mathematical Learning. In 2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT) (Vol. 2161, pp. 362366).IEEE. Plass, J., Homer, B., & Kinzer, C. (2016). ‘Foundations of Game-Based Learning’. Educational Psychologist, 50(4),258-283. Polit, D. F., & Beck, C. T. (2006). The content validity index: are you sure you know what's being reported? Critique and recommendations. Research in nursing & health, 29(5),489-497. Popham, W. J. (2014). Looking at assessment through learning-colored lenses. Dalam Designing assessment for quality learning (hlm.183-194).Springer,Dordrecht. Popham, W.J. (1978). Criterion-referenced measurement. Englewood Cliffs, NJ: PrenticeHall. Popham, W.J. (2000). Modern educational measurement: Practical guidelines for educational leaders, (Edisike-3):Pearson CollegeDivision. Posnick-Goodwin,S. (2010). Meet Generation Z. CTAMagazine,14(5). Powell, C. (2003). The Delphi technique: Myths and realities. Journal of Advanced Nursing, 41(4),376-382 Powell, R.A., Honey, P.L. & Symbaluk, D.G. (2013). Introduction to Learning and Behaviour. (Edisike-4).Wadsworth,CengageLearning. Prambayun, A., Suyanto, M. S. M., & Sunyoto, A. (2016). Model gamifikasi untuk sistemmanajemenpembelajaran. Semnasteknomedia Online, 4(1),2-6. Prensky, M. (2001a). Digital game-based learning.NewYork:McGrawHill Prokop,P.,Prokop,M.,&Tunnicliffe,S.D.(2007).Isbiologyboring?Studentattitudes towardbiology. Journal of Biological education, 42(1),36-39. Rafizah Daud, Sazilah Salam, Siti Nurul Mahfuzah Mohamad &Azizul MohdYusoff. (2018). Gamification Leader Board Model Based on Player Type to Increase Student Engagement. Proceedings of The International University Carnival on e-Learning(IUCEL) 2018. 562-565 Ragin, C. C. (2009). Qualitative comparative analysis using Fuzzy sets (fsQCA). Configurational comparative methods: Qualitative comparative analysis (QCA) and related techniques, 51,87-121. Rajagopal, K. (2016). Membina dan Menilai Modul BIOACTION bagi Pengendalian Aktiviti Amali Mata Pelajaran Biologi Tingkatan Empat. Tesis Dr. Fal. UniversitiPendidikan SultanIdris. Rajab, A. R., Mohd Noor, N. A., & Mustaffa, N. B. (2018). A review on students' understanding of cell division: Mitosis and meiosis. Journal of Baltic Science Education, 17(2),250-263. Ramdiah, S., Abidinsyah, A., Royani, M., & Husamah, H. (2019). Understanding, planning,and implementationof HOTS bysenior high schoolbiology teachers inBanjarmasin-Indonesia.International Journal of Instruction,12(1),425-440. Rashidah Begum Geladmin. (2016). Pembangunan Modul Bioteknologi bagi mata Pelajaran Biologi Sekolah Menengah. TesisDr. Fal. Universiti Malaya. RashidahMohd,SaedahSiraj&ZaharahHussin.(2018).AplikasikaedahFuzzyDelphi dalam pembangunan modul pengajaranpantun melayu berasaskan maksudAl-Quran mengenai keindahan flora, fauna dan langit Tingkatan 2. Jurnal Pendidikan Bahasa Melayu, 8(3),57-67. RashidahRahmat.(2013).Pembangunan dan penilaian pakej pembelajaran mudahalih komsas dalam bahasa Inggeris tingkatan empat. Tesis Dr. Fal. Universiti KebangsaanMalaysia. Reeve, J., Jang, H., Carrell, D., Jeon, S., & Barch, J. (2004). Enhancing students' engagementbyincreasingteachers'autonomysupport. Motivation and emotion, 28(2),147-169. Renninger, K. A., & Hidi, S. (2015). The power of interest for motivation and engagement.Routledge. Reynolds, C.R., Livingston, R.B. & Wilson, V. (2009). Measurement and assessment in education (Edisike-2).NewJersey:Pearson. Richards, C. (2013). Utilizing a Modular Approach to Gamification to Improve NutritionandFitnessinChildren,1–18. Richey, R. C., & Klein, J. D. (2014). Design and Development Research. Dalam Spector, J. M.; Merrill, M.D. Jan elen & M. J. Bishop (Eds.), Handbook of research on educational communications and Technology (Edisi ke-4). (hlm. 141–150).NewYork,NY:Springer. Richey, R. C., Klein, J. D., & Tracey, M. W. (2011). The Instructional Design Knowledge Base: Theory, Research and Practice. New York: Taylor and Francis. Richey, R. C., Klein, J., & Nelson, W. (2004). Developmental research: Studies of instructional design and development. In D. Jonassen (Ed.), Handbook of research for educational communications and technology (Edisi ke-2). Hlm. 1099–1130. Richey, R., & Klein, J.D. (2007). Design and development research: Methods, strategies, and Issues:Routledge. Rohaila Mohamed Rosly & Fariza Khalid. (2017). Gamifikasi: Konsep dan Implikasi dalamPendidikan. DalamRohailaMohamedRosly,NabilaAtikaRazali&Nur Atikah Jamilluddin. (Editor)., Pembelajaran Abad ke-21: Trend Integrasi Teknologi(hlm144 154).Bangi: FakultiPendidikanUKM Rohani Arba, Hazri Jamil & Mohammad Zohir Ahmad. (2017). Model Bersepadu Penerapan Kemahiran Abad ke-21 dalam Pengajaran dan Pembelajaran. Malaysian Journal of Education (0126-6020), 42(1). Rowe, E. J. (1994). Enhancing judgement and decision making: a critique and empirical investigation of the Delphi technique (Doctoral dissertation, Universityof theWestof EnglandatBristol). Rubio,D.M.,Berg-Weger,M.,Tebb,S.S.,Lee,E. S.,&Rauch,S.(2003).Objectifying Content Validity: Conducting A Content Validity Study in Social Work Research. Social Work Research, 27(2),94-104. Rughinis, R. (2013). Gamification for productive interaction: Reading and working with the gamification debate in education. Dalam 2013 8th Iberian conference on information systems and technologies (CISTI) (hlm1-5).IEEE. Russell, J.D. (1974). Modular Instruction: A guide to the design. Selection, utilization and evaluation of modular material. UnitedState:Barger PublicationCompany. Ryan,R.M.,& Deci, E. L. (2000b).Self-DeterminationTheoryandtheFacilitationof Intrinsic Motivation, Social Development, and Well-Being. American Psychologist, 55(1),68–78. Ryan,R.M.,& Rigby,C. S. (2019).Motivationalfoundationsof game-based learning. Handbook of game-based learning,153-176. Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games:A self-determination theory approach. Motivation and emotion, 30(4), 344-360. Ryan, R.M. & Deci, E.L. (2000a). Intrinsic and extrinsic motivations: Classic definitionsandnewdirections. Contemporary Educational Psychology 25:54– 67. Saad,M. S.,Sharif,S.,&Mariappan,M. (2018).Keberkesanan ProsesPembelajaran Robot Permainan Kepada Motivasi Murid Bagi Topik Respirasi Sel. International Journal of Education, Psychology and Counseling, 3(8),1-12. Sadiah Baharom. (2008). Kesan paduan kitar pembelajaran dan pemetaan konsep terhadap konsepsi pelajar tentang Pembahagian Sel. Tesis Dr. Fal. Universiti SainsMalaysia. Sadler, T. D., Romine, W. L., Stuart, P. E., & Merle-Johnson, D. (2013). Game-based curriculainbiologyclasses:Differentialeffectsamongvaryingacademiclevels. Journal of Research in Science Teaching, 50(4),479-499. Saedah Siraj, NorlidahAlias, Dorothy DeWitt & Zaharah Hussin. (2013). Design and Development Research: Emergent Trend in Educational Research. Kuala Lumpur:Pearson MalaysiaSdnBhd. Saidatul Ainoor Shaharim. (2023). Kesan Modul Psycho-B’GREAT Terhadap Pencapaian dan Sikap bagi Tema Asas Biologi dan Orientasi Pelbagai KecerdasanMurid TingkatanEmpat. TesisDr. Fal. Universiti Sains Malaysia. Saido,G.A. M., SaedahSiraj, Dewitt,D.,&Al-Amedy, O. S. (2018).Developmentof an instructional model for higher order thinking in science among secondary school students: a fuzzy Delphi approach. International Journal of Science Education, 40(8),847-866. Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1),77-112. Sánchez-Martín, J., Cañada-Cañada, F., & Dávila-Acedo, M.A. (2017). Just a game? Gamifying a general science class at university: Collaborative andcompetitive workimplications. Thinking Skills and Creativity, 26,51-59. Sanmugam, M. (2017). Effects of Gamification on Achievement, Engagement and Intrinsic Motivation Among Students of Different Player Traits in Science Learning.TesisDr. Fal. UniversitiTeknologiMalaysia. Sanmugam, M., & Hasnah Mohamed. (2017). Gamification: Challenges to Transcend Beyond Online Education into the 21st Century Classroom. Journal of Education and Social Sciences,8(1),244-250. Sanmugam, M., Norasykin Mohd Zaid, Hasnah Mohamed, Zaleha Abdullah, Baharuddin Aris & Salihuddin Md Suhadi, (2015). Gamification as an educational technology tool in engaging and motivating students;An analyses review. Advanced Science Letters, 21(10),3337-3341. Sanmugam,M.,Zaid,N. M.,Abdullah,Z.,Aris,B., Mohamed,H.,&vander Meijden, H. (2016b). The impacts of infusing game elements and gamification in learning. Dalam 2016 IEEE 8th international conference on engineering education (ICEED) (131-136).IEEE. Sanmugam, M., Zaleha Abdullah, & Norasykin Mohd Zaid. (2014). Cognitive Gamification:impactandcreatingameaningfulexperienceinlearning.In 2014 IEEE 6th Conference on Engineering Education (ICEED) (pp.123-128).IEEE. Sanmugam, M., Zaleha Abdullah, Hasnah Mohamed, Baharuddin Aris, Norasykin MohdZaid,& SalihuddinMd Suhadi. (2016a).Theaffiliationbetween student achievement and elements of gamification in learning science. In 2016 4th International Conference on Information and Communication Technology (ICoICT) (pp. 1-4). IEEE. Schoenau-Fog, H., & Henrik, S.-F. (2014). The Player Engagement Process – An Explorationof ContinuationDesireinDigitalGames. DiGRA 2011 Conference: Think Design Play., 6, 1–18. Schoenenberger, C. A., Korkut, S., Jaeger, J., & Dornberger, R. (2016). Biotourney: Gamifying a biology class by applying a content-independent learning game framework. In European Conference on Games Based Learning (p. 575). AcademicConferencesInternationalLimited. Schraw, G., Flowerday, T., & Lehman, S. (2001). Increasing situational interest in the classroom. Educational Psychology Review, 13(3),211-224. Schunk, D.H. (1991). Self-efficacy and academic motivation. Educational Psychologist, 26(3&4),207–231. Schunk, D.H. (2012). Learning theories: An educational perspective. (Edisi ke-6). Boston,MA: Pearson. Schunk, D.H., & Pajares, F. (2009). Self-efficacy Theory. Dalam Wentzel, K.R. & Wigfield, A. (edited). Handbook of Motivation at School (pp. 35-53). New York:RoutledgeTaylor &FrancisGroup. Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human Computer Studies,74,14–31. Sekaran, U, & Bougie, R. (2016). Research Methods for Business. A Skill Building Approach.(Edisike-7).United Kingdom:Wiley. Selvi, M.,& Çosan,A. Ö. (2018).TheEffectof Using EducationalGamesin Teaching Kingdomsof Living Things. Universal Journal of Educational Research, 6(9), 2019-2028. Sesli,K.,&Kara,Y.(2012).Developmentandapplicationof atwo-tier multiple-choice diagnostic test for high school students’ understanding of cell division and reproduction. Journal of Biological Education 46(4):214-225. Sevinc, B., Ozmen, H., & Yigit, N. (2011). Investigation of Primary Students' MotivationLevelstowardsScienceLearning. Science Education International, 22(3),218-232. Shadish,W.R.,Cook,T.,&Campbell,D.(2002).Experimental and quasi-experimental designs for generalized causal inference. Boston,MA: HoughtonMifflin. Shanteau, J., Weiss, D. J., Thomas, R. P., & Pounds, J. C. (2002). Performance-based assessmentof expertise:Howtodecideif someoneisanexpertor not. European Journal of Operational Research,136(2),253-263. Sharifah Alwiah Alsagoff. (1981). Pengenalan pengajaran individu dengan tumpuan khas kepada modul pengajaran dan modul pembelajaran. Jurnal Pendidik dan Pendidikan, 3(1),54-62. Shariful Hafizi Md Hanafiah,Abd HakimAbdul Majid & Kamarul Shukri Mat The. (2019). Gamifikasi dalam Pendidikan: Satu Kajian Literatur. Asian People Journal (APJ), 2(2), 31-41. Shariza Said. (2017). Pembangunan Modul Latihan Pendidikan Seksualiti untuk Guru Program Pendidikan Khas Integrasi (PPKI) Peringkat Sekolah Rendah. Tesis Dr. Fal. Universiti Malaya. KualaLumpur. Sharliza Mohd Salleh. (2017). Kesan modul kemahiran berfikir aras tinggi terhadap pencapaian Sains murid tahun satu.Tesissarjana.Universiti PendidikanSultan Idris. Shi, Y-R., and Shih, J-L. (2015). ‘Game Factors and Game Based Learning Design Model’. International Journal of Games Technology, 1-11. Sidek Mohd Noah & Jamaludin Ahmad. (2008). Pembinaan Modul: Bagaimana membina modul latihan dan modul akademik. (Edisi ke-2). Serdang: Penerbit UniversitiPutra Malaysia. Siong, W. W., & Kamisah Osman, (2018). Pembelajaran berasaskan permainan dalam pendidikan STEM dan penguasaan kemahiran abad ke-21. Politeknik & Kolej Komuniti Journal of Social Sciences and Humanities, 3(1),121-135. Siti Norhaida Abdul Rahman (2017). Pendekatan gamifikasi dalam pengajaran dan pembelajaran terhadap murid tingkatan dua bagi topik ungkapan algebra.Tesis Dr. Fal. UniversitiTun HusseinOnn Malaysia. SitiNur DiyanaMahmud,HazratiHusnin&TuanMasturaTuanSoh.(2020).Teaching presenceinonlinegamifiededucationfor sustainabilitylearning. Sustainability, 12(9),3801. Siti Nurul Mahfuzah Mohamad, Nur Syafiatun Safwana Sazali, & MohdAzran Mohd Salleh. (2018). Gamification Approach in Education to Increase Learning Engagement. International Journal of Humanities, Arts and Social Sciences, 4(1),22-32. Siti Nurul Mahfuzah Mohamad, Sazilah Salam, & Norasiken Bakar. (2017). An analysis of gamification elements in online learning to enhance learning engagement in Zulikha, J. & N. H. Zakaria (Eds.), Proceedings of the 6th International Conference on Computing & Informatics (pp 452-460). Sintok: Schoolof Computing. Siti Rahayah, A. (2003). Teori, Konsep Dan Amalan Dalam Pengukuran Dan Penilaian. Bangi:UniversitiKebangsaanMalaysia Siti Rohani Jasni, Suhaila Zailan & Hakim Zainal. (2018). Pendekatan Gamifikasi dalam Pembelajaran BahasaArab: GamificationApproach in LearningArabic Language. Journal of Fatwa Management and Research,358-367. Siti Sarah Muhammad Raflee & Lilia Halim. (2021). Keberkesanan Pemikiran Kritis dalam Meningkatkan Kemahiran dalam Penyelesaian Masalah KBAT. Jurnal Pendidikan Sains Dan Matematik Malaysia, 11(1), 60-76. Skinner B.F. (1953). Science and human behavior.TheMacmillanCompany. Skinner B.F. (1985). Cognitive Science and Behaviourism. British Journal of Psychology.76(3):291-301. Skinner,B.F.(1938).Behavior of organisms. NewYork,NY:Appleton-Century-Crofts. Skinner, B. F. (1939). Alliteration in Shakespeare's Sonnets: A Study in Liberary Behavior. The Psychological Record, 3,185. Skinner,E.A.,&Pitzer,J. R.(2012).Developmentaldynamicsof studentengagement, coping,andeverydayresilience.InS.L.Christenson,A.L.Reschly,&C.Wylie (Eds.), Handbook of research on student engagement (pp. 21–44). New York, NY:Springer. Skinner, E.A., Kindermann, T.A., & Furrer, C. J. (2009).Amotivational perspective onengagementanddisaffection:Conceptualizationandassessmentof children's behavioral and emotional participation in academic activities in the classroom. Educational and psychological measurement, 69(3),493-525. Skulmoski,G. J.,&Hartman,F. T. (2007).TheDelphiMethod for GraduateResearch. Journal of Information Technology Education, 6(1),1–21. Slavin, R. E. (2006). Educational psychology: Theory and practice. (Edisi ke-8). Boston,MA: Pearson. Smaldino, S. E., Russell, J. D., Heinich, R., & Molenda, J. D. (2005). Instructional Technology and Media for Learning (Edisi ke-8). Upper Saddle River, N.J: Merill PrenticeHall. Smith, L. P., &Ragan,J. T. (2005). Instructional Design (Edisike-3).UnitedStatesof America:JohnWiley &Sons,Inc. Soe,H.Y.(2018).Astudyonhighschoolstudents’perceptionstowardbiologylearning (Myanmar). International Journal of Applied Research, 4(9),248-251. Spandana,B.,Rani,R.N.,&Devi, S. S. (2020).Students’Motivation towardsScience Learning(SMTSL)—AnInterventionwithVideoandQuizzes. Current Journal of Applied Science and Technology, 39(4),85-91. Stevens,J. P. (2009).Applied multivariate statistics for the social science.(Edisike-5). NewYork,NY:Routledge. Subashini Ganesan, Izran Sarrazin Mohammad, Jawahar Nesan, Abdul Hakim Mohammed,&GunavathyKanniyapan,(2015).Theidentificationof designfor maintainability imperatives to achieve cost effective building maintenance:A delphistudy. Jurnal Teknologi, 77(30).75-78. Sudarisman, S. (2015). Memahami hakikat dan karakteristik pembelajaran Biologi dalam upaya menjawab tantangan abad 21 serta optimalisasi implementasi kurikulum2013. Florea: Jurnal Biologi dan Pembelajarannya, 2(1). Sujith Kumar, Manakandan, Rosnah Ismail, Mohd Ridhuan Mohd Jamil, Priya Ragunath. (2017). Pesticide applicators questionnaire content validation: A Fuzzydelphimethod. Med J Malaysia, 72(4),228. Sun, J. C. Y., & Hsieh, P. H. (2018).Application of a Gamified Interactive Response SystemtoEnhancetheIntrinsicandExtrinsicMotivation,StudentEngagement, and Attention of English Learners. Journal of Educational Technology & Society, 21(3),104-116. Sung, H. Y., & Hwang, G. J. (2013).Acollaborative game-based learning approach to improving students' learning performance in science courses. Computers & education, 63,43-51. SuzilawatiShamsudin. (2016). Pembinaan dan penilaian modul pembelajaran Biologi berteraskan pembelajaran berasaskan masalah berperancahan. Tesis Dr. Fal. UniversitiPendidikan SultanIdris. Swacha, J. (2021). State of research on gamification in education: A bibliometric survey. Education Sciences, 11(2),69. Swanson, R.A., & Falkman, S. K. (1997). Training delivery problems and solutions: Identification of novice trainer problems and expert trainer solutions. Human Resource Development Quarterly, 8(4),305-314. Swanson,R.A.,&Holton,E.F.(2008). Foundations of Human Resource Development. Berrett-Koehler Publishers,Inc. Swartz,R.(1992).Criticalthinking,thecurriculum,andtheproblemof transfer.Dalam D.Perkins,J.Bishop,&J.Lochhead(Eds.),Thinking:TheSecondInternational Conference(hlm. 261-284).Hillsdale,NJ:Erlbaum. Syadiah Nor Wan Shamsuddin, Muhammad Faisal Selman, Ismahafezi Ismail, Norkhairani Abdul Rawi & Maizan Mat Amin. (2018). GLeMS LINUS: GamifiedLearningManagement Systemfor LINUSStudents. Proceedingsof TheInternationalUniversityCarnivalon e-Learning (IUCEL) 2018. 376-377. Syahilah Md Saleh & Hajar Sulaiman. (2019). Gamification in T&L of mathematics: Teacher’swillingnessinusingQuizizzasanadditionalassessmenttool. In AIP Conference Proceedings (Vol. 2184,No. 1,p. 030005).AIPPublishingLLC Tabachnick, B. G., & Fidell, L. S. (1996). Using multivariate statistics. Northridge. Cal.: Harper Collins. Tabachnick, B.G. & Fidell, L.S. (2013). Using multivariate statistics (Edisi ke-6). Boston:PearsonEducation. Tan, M., & Hew, K. F. (2016). Incorporating meaningful gami.cation in a blended learningresearch methodsclass:Examiningstudentlearning,engagement,and affectiveoutcomes.Australasian Journal of Educational Technology, 32(5),1934. Tang, C. W., & Wu. C. T. (2010). Obtaining a picture of undergraduate education quality:Avoicefrominsidetheuniversity. Higher Education, 60(3),269–286. Tekkaya, C., Özkan, Ö., & Sungur, S. (2001). Biology concepts perceived as difficult by Turkishhighschoolstudents. Hacettepe üniversitesi egitim fakültesi dergisi, 21(21). Teoh, S. C., Chee, K. C., & Zaibidi, N. Z. (2019). ICT Versus ConventionalTeaching and Learning Approach In Education: An Overview of Advantages and Disadvantages. Dalam Proceeding The 2nd Young Researchers’ Quantitative Symposium. Tessmer, M. (1993). Formative evaluation alternatives. Performance Improvement Quarterly, 7(1),3-18. Tessmer,M. (2013). Planning and conducting formative evaluations. Routledge. Thiebes,S.,Lins,S.,&Basten,D. (2014).GamifyingInformationSystems-asynthesis of GamificationmechanicsandDynamics. In ECIS. Thorndike, E.L. (1898).Animal intelligence:An experimental study of the associative processesinanimals. Psychological Review 2(81). Thorndike, R.L. (2013). Measurement and evaluation in psychology and education (Edisike-8).UnitedStatesof America: Pearson. Tjeerd, P., & Nienke, N. (2007). An Introduction to Educational Design Research Proceedings of the seminar conducted at The East China Normal University. Shanghai (PR China). Toda, A. M., Klock, A. C., Oliveira, W., Palomino, P. T., Rodrigues, L., Shi, L., & Cristea, A. I. (2019). Analysing gamification elements in educational environments using an existing Gamification taxonomy. Smart Learning Environments, 6(1),1-14. Tomic W. (1993). Behaviorism and Cognitivism in Education. Psychology, A Journal of Human Behavior. 30(3/4):38-46. Tsai, C.C., Tuan, H.L., & Chin, C.C. (2007). Investigation of the nested-inquiry instruction model on the 8th Graders’ motivation toward learning physical science. Chinese Journal of Science Education 15(2):119–144. Tsay, C. H. H., Kofinas,A., & Luo, J. (2018). Enhancing student learning experience with technology-mediated gamification: An empirical study. Computers & Education, 121, 1-17. Tuan JahTuanYusof. (2015). Pentaksiran Berasaskan Sekolah (PBS) dan Kemahiran Berfikir Aras Tinggi dalam Pengajaran dan Pembelajaran. Petaling Jaya: SasbadiSdn. Bhd. Tuan Mastura Tuan Soli, Kamisah Osman & Nurazidawati MohamadArshad. (2012). M- 21CSI: A validated 21st century skills instrumen for secondary science students. Asian Social Science ISSN 8(16):1911 -2017. Tuan,H. L.,Chin,C. C.,&Shieh,S. H. (2005).Thedevelopmentof aquestionnaireto measurestudents'motivationtowardssciencelearning. International Journal of Science Education, 27(6),639-654. Tuckman, B.W., & Waheed, M.A. (1981). Evaluating An Individualized Science Programme for Community College Students. Journal of Research in Science Teaching (18):489–495. Tuckman,B.W. (1994). Conducting Educational Research.(Edisike-4.) Orlando:Earl McPeek. ÜmitYapici, I., & Karakoyun, F. (2017). Gamification in biology teaching:Asample of kahootapplication. Turkish Online Journal of Qualitative Inquiry, 8(4),396414. UNESCO. (2015).Malaysianationaleducationfor allreview report. World Education Forum. https://unesdoc.unesco.org/ark:/48223/pf0000229719 [12 May2019]. UNESCO.(2016).Educationfor peopleandplanet:creatingsustainablefuturesfor all. https://unesdoc.unesco.org/ark:/48223/pf0000245752[12 May2019]. UNESCO. (2016). School and teaching practices for twenty-first century challenges. https://unesdoc.unesco.org/ark:/48223/pf0000244022[12 May2019]. Vaino, K., Holbrook, J., & Rannikmäe, M. (2012). Stimulating students' intrinsic motivation for learning chemistry through the use of context-based learning modules. Chemistry Education Research and Practice, 13(4),410-419. Vallerand, R. J. (2012). From motivation to passion: In search of the motivational processes involved in a meaningful life. Canadian Psychology/Psychologie Canadienne, 53(1),42. Van Eck, R. N. (2011). Bringing 'discipline' to the study of games and learning. Information Design Journal, 19(2),181. Vebrianto, R. (2014.) Keberkesanan modul BIOMIND berasaskan PBM untuk meningkatkan kemahiran abad 21 dan motivasi serta mengatasi miskonsepsi pelajar. TesisDr. Fal. UniversitiKebangsaan Malaysia. Vebrianto, R. & Kamisah Osman. (2010). Penggunaan media pengajaran: Modul dan multimedia dalam pembelajaranAlam Sekitar (Biologi) di Sekolah Menengah Pertama. I.C.E 2010 Proceedings, hlm. 372-387. http://rhayent23ukm.wordpress.com/2012/02/19/pembangunan-mediapengajaran-modul-dan-multimedia-dalam-pembelajaran-alam-sekitar-Biologidi-sekolah-menengah-pertama/ [10Mac2013]. Vebrianto, R., & Kamisah Osman. (2014). BIOMIND: Strategic science learning approach towards preparing 21st century Indonesians. Technics Technologies Education Management, 9(2),361-368. Vebrianto,R.,Rery,R.U.,&KamisahOsman.(2016).BIOMINDportalfor developing 21st century skills and overcoming students' misconception in biology subject. International Journal of Distance Education Technologies (IJDET), 14(4), 5567. Vebrianto,R., Rery,R. U.,& Osman,K. (2016).BIOMIND portalfor developing21st century skills and overcoming students' misconception in biology subject. International Journal of Distance Education Technologies (IJDET), 14(4), 5567. Ven den Akker J., Gravemeijer K., McKenney S. & Nievee N. (2006). Educational Research Design. Routledge. NewYork. Virtanen, T. E., Lerkkanen, M. K., Poikkeus, A. M., & Kuorelahti, M. (2015). The relationship between classroom quality and students’engagement in secondary school. Educational Psychology, 35(8),963-983. Vygotsky, L. S. (1978). Mind in society: The development of the higher psychological processes. Cambridge,MA:Harvard UniversityPress. Walker, C. O., Greene, B.A., & Mansell, R.A. (2006). Identification with academics, intrinsic/extrinsic motivation, and self-efficacy as predictors of cognitive engagement. Learning and individual differences, 16(1),1-12. Waltz,C.F.,&Bausell,R.B.(1981).Nursingresearch: Design,statistics,andcomputer analysis. Philadelphia:F.A. Davis. Wan Hafiidzul Wan Rashid, Che Ghani Che Kob & Arman Shah Abdullah (2020). Modul Pembelajaran Berasaskan Projek: Kesan Terhadap Pencapaian Teori Dalam Projek Tahun Akhir 1 di Kolej Vokasional. Journal of Vocational Education Studies, 3(1),83-92. Wan Nasriha Wan Mohamed Salleh, Che Nidzam Che Ahmad & Setyaningsih, E. (2021). DifficulttopicsinBiologyfromtheviewpointof studentsandteachers based on KBSM implementation. EDUCATUM Journal of Science, Mathematics and Technology, 8(1),49-56. Wan Nasriha Wan Mohamed Salleh. (2016). Pembinaan Modul Pembelajaran Berasaskan Projek bagi Tajuk Pembahagian Sel. Tesis Sarjana. Universiti kebangsaanMalaysia. Wang, F., & Hannafn, M. J. (2005). Design-based research and technology-enhanced learning environments. Educational Technology Research & Development, 53(4),5–23. Wang, J. (2008). Stimulating students’ motivation in foreign language teaching. US-China Foreign Language 6(1):30 – 34. Wang, M. T., & Eccles, J. S. (2012). Social support matters: Longitudinal effects of socialsupportonthreedimensions of schoolengagementfrommiddletohigh school. Child Development,83(3),877–895. Wang, Z., Bergin, C., & Bergin, D. A. (2014). Measuring engagement in fourth to twelfth grade classrooms: The Classroom Engagement Inventory. School Psychology Quarterly, 29(4),517 –535. Wells, D., & Fotaris, P. (2017). Game-Based Learning in Schools: Trainee Teacher PerceptionsinImplementingGamifiedApproaches. In Proceedings of the 11th European Conference on Games Based Learning (ECGBL 2017) (pp. 5-6). Wiersma, W., & Jurs, S. G. (2005). Research Methods in Education: An Introduction. (Edisike-8).Boston: Pearson. Wiersma, W. (2000). Research method in education: an introduction. Needham Heights:Allyn&Bacon. Wild, D., Grove, A., Martin, M., Eremenco, S., McElroy, S., Verjee-Lorenz, A., & Erikson, P. (2005). Principles of good practice for the translation and cultural adaptationprocessfor patient-reportedoutcomes(PRO) measures:reportof the ISPOR Task Force for Translation and Cultural Adaptation. Value in health, 8(2),94-104. Willms, J.D. (2003). Student engagement at school: A sense of belonging and participation: ResultfromPISA2000. OECD,Organizationfor EconomicCo-OperationandDevelopment. Wilson, D., Calongne, C., & Henderson, S. B. (2016). Gamification Challenges and a CaseStudyinOnlineLearning. Internet Learning,4(2),8. Wong Weng Siong & Kamisah Osman. (2018). Pembelajaran Berasaskan Permainan dalam Pendidikan STEM dan Penguasaan KemahiranAbad Ke-21. Politeknik & Kolej Komuniti Journal of Social Sciences and Humanities,3(1),121-135. Wong,Y. S.,MaizatulHayati MohamadYatim,&Tan,W. H. (2015).Learning Object- Oriented Programming with Computer Games: A Game-Based Learning Approach. Dalam European Conference on Games Based Learning (p. 729). AcademicConferencesInternationalLimited. Woolfolk,A. (2007).EducationalPsychology(Edisike-10).Boston,MA: Pearson. Yang, D., Sinha, T., Adamson, D. & Rosé, C.P. (2013). Turn on, tune in, drop out: Anticipating student dropouts in massive open online courses. Dalam Proceedingsof the2013NIPSData-driveneducationworkshop(Vol.11,p.14). Yapici, I., & Akbasli, S. (2019). The effect of inquiry-based learning on students’ motivation and achievement in biology education. International Journal of Science Education, 41(3),351-366. Yen,H.C.,Tuan,H. L.,&Liao,C.H.(2011).Investigatingtheinfluenceof motivation on students’ conceptual learning outcomes in web-based vs. classroom-based scienceteachingcontexts. Research in Science Education, 41(2),211-224. Yildirim, I. (2017). The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons. The Internet and Higher Education,33,86-92. Yildirim, I., & Sen, S. (2019). The effects of gamification on students’ academic achievement:Ameta-analysisstudy. Interactive Learning Environments, 29(8), 1301-1318. Yilmaz, H., & Cavas, P.H. (2007). Reliability and validity study of the Students’ Motivation toward Science Learning (SMTSL) Questionnaire. Elementary Education Online 6(3):430–440. Yip,J.C.,Ko,P.Y.,&Leung,R.W.(2021).TheEffectivenessof TraditionalClassroom TeachingMethodsonEnhancing Students’Problem-SolvingSkillsandCritical Thinking. Journal of Education and Practice, 12(1),57-67. York, J., & deHaan, J. W. (2018).A constructivist approach to game-based language learning: Student perceptions in a beginner-level EFL context. International Journal of Game-Based Learning, 8(1),19–40. Yue, W. S., & Ying, C. Y. (2017). The evaluation study of gamification approach in Malaysian history learning via mobile game application. In 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT) (pp. 150-152).IEEE. Zadeh,L.A. (1965).Fuzzysets. Information and control, 8(3),338-353. Zainuddin, Z. (2018). Students' learning performance and perceived motivation in gamifedfipped-classinstruction. Computers & Education, 126,75–88. Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30,100326. Zakaria, E., Chin, L. C., & Daud, S. M. (2017). Higher order thinking skills among lower secondary school students in Malaysia. International Journal of Academic Research in Business and Social Sciences, 7(7),1042-1055. Zaliza Mohamad Nasir & Zaitul Azma Zainon Hamzah. (2014). Sikap dan motivasi pelajar terhadappembelajaranBahasaMelayu. Procedia-Social and Behavioral Sciences,134,408-415. ZalizanM. Jelas,Amla Salleh,NorzainiAzman,RohanaJani,RamlahHamzah,Izwan Mahmud, Zaleha Ab Hamid & Hanizah Hamzah. (2014). Perbezaan gender dalam sokongan pembelajaran dan pencapaian akademik: Peranan perantara penglibatan murid di sekolah. Malaysian Journal of Learning and Instruction, 11(1),237-262. Zamri Mahamod. (2012). Inovasi PDP dalam pendidikan Bahasa Melayu. Tanjung Malim: PenerbitUniversitiPendidikanSultanIdris. ZanatonHjIksan,Lilia Halim& KamisahOsman. (2006). Sikap terhadapsainsdalam kalanganpelajar sainsdiperingkatmenengahdanmatrikulasi. Jurnal Pertanika J. Soc. Sci. & Hum 14(2):131-147. ZarinaEshak&AzizahZain.(2020).KaedahFuzzyDelphi:Rekabentukpembangunan modul seksualiti pekasa berasaskan latihan mempertahankan diri untuk prasekolah. Jurnal Pendidikan Awal Kanak-kanak Kebangsaan, 9(2),12-22. Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. Hoen,NJ:Wiley. Zimmerman, B.J. (2008). Investigating self-regulation and motivation: Historical background, methodological developments, and future prospects. American Educational Research Journal, 45:166-183. Zuraini Jusoh, Fadzilah Abd Rahman, Norazlina Mohd Kiram & Samsilah Roslan. (2016). Motivasi belajar dan keterlibatan dalam pembelajaran kemahiran mengarangBahasaMelayu. e-Bangi, 11(1),213-226. Zuraini Jusoh. (2014). Kesan Pendekatan Naratif dan Komunikatif Terhadap Motivasi Belajar, Keterlibatan dalam Pembelajaran dan Pencapaian Kemahiran Mengarang.TesisDr. Fal. Universiti Putra Malaysia.
|
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. |