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Penjelasan identiti asas pengaturcaraan dan perubahan konseptual melalui adegan permainan

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General Information
Title
Penjelasan identiti asas pengaturcaraan dan perubahan konseptual melalui adegan permainan
Type
Article
Main Author
May Asliza Tan Zalilah
Subject
QA Mathematics
ISSN
2289-7844
Language Code
zsm
Bibliographic Details
Place of Production
Tanjong Malim
Publisher
Fakulti Komputeran dan META-Teknologi
Year of publication
2018
Notes
Vol. 5 (2018): Journal of ICT in Education (JICTIE)
Degree Type
Others
Corporate Name
Perpustakaan Tuanku Bainun

Abstract

Pembelajaran melalui adegan permainan adalah satu pendekatan pembelajaran berasaskan permainan. Proses pengajaran dan pembelajaran menggunakan adegan permainan lebih menarik dan berkesan kerana pendekatan ini seolah-olah hidup dengan aktiviti permainan yang disediakan. Pelajar akan mengalami sendiri dunia penceritaan permainan yang dilaksanakan. Artikel ini mengupas penjelasan identiti asas pengaturcaraan dan perubahan konseptual melalui adegan permainan dengan menilai motivasi dan pengalaman pelajar. Seramai 55 responden terdiri daripada pelajar Semester 3 bagi program Sijil Aplikasi Perisian Komputer (SAPK) di Kolej Komuniti. Motivasi dan pengalaman pelajar diukur dengan merujuk instrumen IMI (intrinsic motivation inventory). Dapatan kajian dianalisis berpandukan statistik ujian-T dan deskriptif untuk mendapatkan kekerapan dan peratusan dengan menggunakan perisian Statistical Package for Social Science. Hasil kajian menunjukkan pelajar bersetuju bahawa penggunaan adegan permainan dalam menjelaskan identiti asas pengaturcaraan dapat memberi motivasi dan pengalaman pembelajaran yang sangat baik. Kata Kunci: Adegan permainan, pembelajaran berasaskan permainan, perubahan konseptual, asas pengaturcaraan.

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