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Type :Article
Subject :LB Theory and practice of education
ISSN :2289-7070
Main Author :Laili Farhana Md Ibharim
Additional Authors :
  • Maizatul Hayati Mohamad Yatim
  • Md Nasir Masran
Title :Menerokai kemahiran abad ke-21 kanak-kanak dalam proses reka bentuk permainan penceritaan digital
Hits :1
Place of Production :Tanjong Malim
Publisher :UPSI Press
Year of Publication :2015
Notes :EDUCATUM - Journal of Science, Mathematics and Technology Vol. 2 No.1 (2015)
Corporate Name :Perpustakaan Tuanku Bainun
PDF Full Text :You have no permission to view this item.

Abstract : Perpustakaan Tuanku Bainun
Kajian ini bertujuan mengenal pasti dan memahami kemahiran kanak-kanak dalam proses reka bentuk permainan penceritaan digital menggunakan Tablet. Kajian memberi fokus kepada tiga elemen kemahiran abad ke-21 iaitu i) kemahiran pembelajaran dan inovasi; ii) kemahiran maklumat, media dan teknologi; serta iii) kemahiran hidup dan kerjaya. Penyelidik menjalankan reka bentuk kajian bertumpu selari dengan gabungan data kualitatif dan kuantitatif secara serentak. Data kualitatif dikumpulkan melalui instrumentasi senarai semak pemerhatian dengan rakaman video dan gambar, senarai semak temu bual dengan rakaman suara serta penilaian portfolio. Data kuantitatif ditunjukkan secara statistik deskriptif bagi mengenal pasti kemahiran yang terlibat semasa proses reka bentuk. Kajian dijalankan di sebuah sekolah di Kuala Kangsar yang melibatkan 20 orang murid Tahun 4 sebagai peserta kajian. Data dianalisis melalui pengkategorian kualitatif dan analisis tematik dengan statistik deskriptif kuantitatif sebagai sokongan menggunakan kaedah triangulasi secara interaktif. Dapatan kajian menunjukkan kemahiran abad ke-21 dalam proses reka bentuk permainan penceritaan digital dapat diukur dan dinilai berpandukan masa, pengalaman dan elemen reka bentuk permainan penceritaan digital. Implikasi kajian ini menunjukkan aktiviti reka bentuk permainan penceritaan digital dicadangkan dalam melatih dan menonjolkan potensi kemahiran kanak-kanak selaras dengan keperluan pendidikan abad ke-21. Kata kunci permainan kanak-kanak, kemahiran abad ke-21, permainan penceritaan digital, pembelajaran berasaskan permainan, proses reka bentuk

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