UPSI Digital Repository (UDRep)
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Abstract : Universiti Pendidikan Sultan Idris |
Kajian ini bertujuan untuk menganalisis kesan intervensi permainan digital bagi
mengukur emosi, minat dan kefahaman konsep asas pengaturcaraan dalam kalangan pelajar. Reka bentuk
dan pembangunan permainan digital yang dinamakan MAFKA1 menggunakan Model Reka Bentuk Permainan
(IPO) dan Kerangka Mekanik, Dinamik dan Estetika (MDA). Pendekatan kuantitatif dengan reka bentuk
eksperimen benar melibatkan kaedah ujian pra-pasca dan perbandingan relatif pasca-pra telah
digunakan dalam kajian ini. Pemilihan sampel kajian dijalankan secara pensampelan rawak berkelompok
melibatkan 150 orang pelajar program Sijil Aplikasi Perisian Komputer (SAPK) dari kolej komuniti
mengikut tiga zon semenanjung Malaysia. Subjek kajian terdiri daripada kumpulan KG, kumpulan KV dan
kumpulan KVG. Analisis data berpandukan statistik ujian-t, ujian MANOVA dan analisis regresi
menggunakan perisian Statistical Package for Social Science (SPSS v.22). Dapatan kajian melalui
ujian-t mendapati tahap kebolehgunaan prototaip permainan digital MAFKA1 tertumpu pada tahap
kriteria tinggi berdasarkan responden pelajar dan pakar bidang yang tiada perbezaan. Ujian
multivariate menunjukkan terdapat kesan peningkatan minat pelajar bagi konstruk tumpuan berbanding
konstruk relevan, yakin dan kepuasan terhadap kefahaman konsep asas pengaturcaraan yang berbeza di
antara kumpulan intervensi. Dapatan kajian juga mendapati ujian multivariate emosi positif dan
emosi negatif menunjukkan terdapat kesan peningkatan emosi positif bagi konstruk seronok dan
terdapat kesan pengurangan emosi negatif bagi konstruk bosan yang berbeza di antara kumpulan
intervensi. Ujian multivariate emosi positif dan emosi negatif juga menunjukkan persekitaran kelas
dan alatan PdP mempengaruhi emosi positif pelajar manakala persekitaran kelas mempengaruhi emosi
negatif pelajar. Dapatan analisis regresi menunjukkan kefahaman konsep asas pengaturcaraan di
antara kumpulan intervensi dipengaruhi oleh minat berbanding emosi pelajar. Kesimpulannya,
intervensi permainan digital MAFKA1 dapat mengatasi kesukaran pelajar dalam memahami konsep asas
pengaturcaraan bersandar pada minat dan emosi pelajar. Implikasinya, kefahaman pelajar terhadap
topik pembelajaran dapat ditingkatkan melalui pendekatan pembelajaran berasaskan permainan
digital yang
bersesuaian untuk diintegrasikan dalam proses pengajaran dan pembelajaran.
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