UPSI Digital Repository (UDRep)
|
|
|
Abstract : Universiti Pendidikan Sultan Idris |
Kajian ini bermatlamat untuk membangunkan satu permainan ET-Game bagi konsep
entalpi dalam termokimia peringkat matrikulasi dan menentukan persepsi pelajar
terhadap permainan tersebut. Reka bentuk kajian ini adalah reka bentuk dan
pembangunan berdasarkan model ADDIE. Teknik pensampelan rawak kelompok
digunakan melibatkan 60 orang pelajar Program Matrikulasi Sistem Dua Semester di
salah sebuah Kolej Matrikulasi Malaysia. Tiga instrumen yang telah disahkan oleh
pakar, iaitu borang penilaian kesahan kandungan ET-Game, borang soal selidik
kebolehpercayaan ET-Game dan borang soal selidik persepsi pelajar digunakan dalam
kajian ini. ET-Game yang dibangunkan memperolehi peratusan persetujuan kesahan
kandungan yang tinggi iaitu 91.49%. Data juga memaparkan ET-Game mempunyai
nilai kebolehpercayaan yang tinggi iaitu sebanyak 0.90. Nilai persepsi pelajar
kumpulan sasaran terhadap ET-Game dari segi matlamat (M = 4.55, SP = 0.524), reka
bentuk kad permainan (M = 4.72, SP = 0.502), komponen dan organisasi (M = 4.37,
SP = 0.674), kebolehmainan (M = 4.61, SP = 0.522) dan kepenggunaan (M = 4.54, SP
= 0.558) masing-masing memperolehi nilai skor min yang tinggi. Skor min yang
tinggi menunjukkan tahap persetujuan yang tinggi terhadap aspek dalam soal selidik
persepsi. Kesimpulannya, kajian ini telah membangunkan satu permainan ET-Game
yang mempunyai kesahan dan kebolehpercayaan yang tinggi. Tambahan pula, pelajar
juga menunjukkan persepsi yang positif terhadap permainan berdasarkan lima aspek
iaitu matlamat, reka bentuk kad permainan, komponen dan organisasi, kebolehmainan
serta kepenggunaan. Implikasi kajian ini memaparkan ET-Game mengutamakan
pembelajaran berpusatkan pelajar melalui permainan kad sesuai digunakan dalam
proses pembelajaran dan pemudahcaraan pada abad ke-21 serta mendorong
pembelajaran termokimia pada bila-bila masa dan di mana-mana sahaja. |
References |
Adam, N. E. (2015). Bloom’s taxonomy of cognitive learning objectives. Journal of the Medical Library, 103(3), 152-153.
Aliza Ali, & Zamri Mahamod. (2016). Pembangunan dan kebolehgunaan modul berasaskan bermain bagi pembelajaran kemahiran bahasa Melayu kanak-kanak prasekolah. Jurnal Pendidikan Bahasa Melayu, 6(1), 16-29.
Applied Educational Systems. (2019). What are 21st century skills? Diperoleh pada Oktober 30, 2019, daripada https://www.aeseducation.com/careerreadiness/ what-are-21st-century-skills
Amy Rose Aeriyamie A Rahman. (2016). Development of prozyme board game for teaching and learning enzyme topic in biology form 4. (Tesis sarjana yang tidak diterbitkan). Universiti Pendidikan Sultan Idris, Perak.
Autunes, M., Pacheco, M. A. R., & Giovanela, M. (2012). Design and implementation of an educational game for teaching chemistry in higher education. Journal of Chemicl Education, 89(4), 517-521.
Atkinson, S. & Mockford, C. (1993). Rekabentuk bahan keluaran. Kuala Lumpur: Penerbit Fajar Bakti.
Ayyildiz, Y. & Tarhan, L. (2018). Problem-based learning in teaching chemistry: Enthalpy changes in systems. Research in Science and Technological Education, 36(1), 35–54. https://doi.org/10.1080/02635143.2017.1366898
Azman Ab Rahman. (2018). Gamifikasi global zakat game dalam pendidikan Islam. Negeri Sembilan: Penerbit Universiti Sains Islam Malaysia.
Banks, F. & Barlex, D. (2014). Teaching STEM in the secondary school: Helping teachers meet the challenge. London: Routledge.
Bayir, E. (2014). Developing and playing chemistry games to learn about elements, compounds and the periodic table: Elemental periodica, compoundica and groupica. Journal of Chemical Education, 91(4), 531-535.
Bicycle Playing Card. (2020). Crazy eights – card game rules. Diperoleh pada Januari 15, 2020, daripada https://bicyclecards.com/how-to-play/crazy-eights/
Bidarra, J., Figueiredo, M., & Natálio, C. (2015). Interactive design and gamification of eBooks for mobile and contextual learning. International Journal of Interactive Mobile Technologies (IJIM), 9(3), 24-32. https://doi.org/10.3991/ijim.v9i3.4421
Blake, R., & Sekuler, R. (2006). Perception. (Ed. ke-5). New York: McGraw-Hill.
Boddy, N., Watson, K., & Aubusson, P. (2003). A trial of the five Es: A referent model for constructivist teaching and learning. Research in Science Education, 33(1), 27-42.
Branch, R. M. (2009). Instructional design: The ADDIE approach. New York: Springer.
Breiner, J. M., Harkness, S. S., Johnson, C. C., & Koehler, C. M. (2012). What is STEM? A discussion about conceptions of STEM in education and partnerships. School Science and Mathematics, 112(1), 3–11. doi:10.1111/j.1949- 8594.2011.00109.x
Brown, J. L. (2000). What issues affect likert-scale questionnaire formats? JALT Testing & Evaluation SIG Newsletter, 4(1), 27-30.
Bybee, R. W., Taylor, J. A. Gardner, A., Scotter, P. V., Powell, J. C., Westbrook, A. & Landes, N. (2006). The BSCS 5E instructional model: Origins and effectiveness. Diperoleh pada Mac 19, 2020, daripada https://media.bscs.org/bscsmw/5es/bscs_5e_full_report.pdf
Carney, J. M. (2015). Retrosynthetic rummy: A synthestic organic chemistry card game. Journal of Chemical Education, 92(2), 328-331.
Cartamundi. (2020). Gamerules happy families card game. Diperoleh pada Januari 15, 2020, https://cartamundi.com/en/gamerules-happy-families-card-game/
Chang, R., & Goldsby, K. A. (2005). Chemistry. (Ed. ke-11). New York: McGraw- Hill.
Chonkaew, P., Sukhummek, B., & Faikhamta, C. (2019). STEM activities in determining stoichiometry mole ratios for secondary-school chemistry teaching. Journal of Chemical Education, 96(6), 1182-1186. https://doi.org/10.1021/acs.jchemed.8b00985
Chua Yan Piaw. (2006). Kaedah dan statistik penyelidikan: Kaedah penyelidikan buku 1. Kuala Lumpur: McGraw-Hill.
Chung, C. M., Mak, S. Y., Suen, Y. M., & Paul Sze. (1996). Game-display board activities for science teaching. Journal of Science Education and Technology, 5(2), 141-154.
Coll, R. K., & Taylor, T. G. N. (2001). Using constructivism to inform tertiary chemistry pedagogy. Chemistry Education: Research and Practice in Europe, 2(3), 215-226.
Creswell, J. W. (2009). Research design: Qualitative, quantitative and mixed method approaches. (Ed. ke-3). California: Sage.
Croasmun, J. T., & Ostrom, L. (2011). Using likert-type scales in the social sciences. Journal of Adult Education, 40(1), 19-22.
Dam, R., & Siang, T. (2019). 5 stages in the design thinking process. Diperoleh pada Oktober 8, 2019, daripada https://www.interaction-design.org/literature/article/5- stages-in-the-design-thinking-process
Dickson, M., Fidalgo, P., & Cairns, D. (2019). The ‘S’ and ‘T’ in STEM: Integrating science and technology in education in the UAE. Dalam K. Gallagher (Pnyt.), Education in the United Arab Emirates (ms. 95-111). Singapore: Springer.
Didit Ardianto, Harry Firman, Anna Permanasari, & Taufik Ramlan Ramalis. (2018). What is science, technology, engineering, mathematics (STEM) literacy? Advances in Social Science, Education and Humanities Research, 253, 381-384. Atlantis Press. DOI: 10.2991/aes-18.2019.86
Duran, L. B., & Duran, E. (2004). The 5E instructional model: A learning cycle approach for inquiry-based science teaching. The Science Education, 3(2), 49-58.
Eglinton, G., & Maxwell, J. R. (1971). Chemsyn-chemical card game 1. Education in Chemistry, 8(4), 142-144.
Ellington, H., Addinall, E., & Percival, F. (1981). Games and simulations in science education. Great Britain: Kogan Page.
Eric, Z. F. L., & Chen, P. K. (2013). The effect of game-based learning on students’ learning performance in science learning – A case of "conveyance go". Procedia - Social and Behavioral Sciences, 103, 1044-1051.
Erlina, Cane, V., & Williams, D. P. (2018). Prediction! The VSEPR Game: Using cards and molecular model building to actively enhance students'understanding of molecular geometry. Journal of Chemical Education, 95(6), 991-995.
Evi Suryawati, & Kamisah Osman (2018). Contextual learning: Innovative approach towards the development of students’ scientific attitude and natural science performance. Eurasia Journal of Mathematics, Science and Technology Education, 14(1), 61–76. https://doi.org/10.12973/ejmste/79329
Farmer, S. C., & Schuman, M. K. (2016). A simple card game to teach synthesis in organic chemistry courses. Journal of Chemical Education, 93(4), 695–698. DOI: 10.1021/acs.jchemed.5b00646
Fatin Aliah Phang, Mohd Salleh Abu, Mohammad Bilal Ali, & Salmiza Salleh. (2014). Faktor penyumbang kepada kemerosotan penyertaan pelajar dalam aliran sains: Satu analisis sorotan tesis. Sains Humanika, 2(4), 63-71.
Fiscal, R. R. (2019). Modern approach to educational technologies. Canada: Society Publishing.
Franco-Mariscal, A. J., Oliva-Martínez, J. M., & Bernal-Márquez, S. (2012). An educational card game for learning families of chemical elements. Journal of Chemical Education, 89(8), 1044–1046.
Franco-Mariscal, A. J. (2014). How can we teach the chemical elements to make the memorization task more enjoyable? Foundations of Science, 19(2), 185-188. https://DOI 10.1007/s10699-014-9355-1
Franco-Mariscal, A. J., Oliva-Martínez, J. M., Blanco-López, Á., & España-Ramos, E. (2016). A game-based approach to learning the idea of chemical elements and their periodic classification. Journal of Chemical Education, 93(7), 1173–1190. doi:10.1021/acs.jchemed.5b00846
Gogal, K., Heuett, W., & Jaber, D. (2017). CHEMCompete: An organic chemistry card game to differentiate between substitution and elimination reactions of alkyl halides. Journal of Chemical Education, 94(9), 1276–1279.
Granath, P. L., & Russell, J. V. (1999). Using games to teach chemistry: The old prof card game. Journal of Chemical Education, 76(4), 485–486.
Grant, C., & Osanloo, A. (2014). Understanding, selecting, and integrating a theoeretical famework in dissertation research: Creating the blueprint for your “house”. Administrative Issues Journal: Connecting Education, Practice, and Research, 4(2), 12-26.
Graziano, A. M., & Raulin, M. L. (2010). Research methods; A process of inquiry. (Ed. ke-7). Boston: Allyn & Bacon.
Greenbowe, T., & Meltzer, D. (2003). Student learning of thermochemical concept in the context of solution calorimetry. International Journal of Science Education, 25(7), 779-800.
Gutierrez, A. F. (2014). Development and effectiveness of an educational card game as supplementary material in understanding selected topics in biology. CBE— Life Sciences Education, 13(1), 76–82. https://doi:10.1187/cbe.13-05-0093
Hamizul Mahmud. (2019). Pembangunan dan keberkesanan permainan dalam talian kosa kata bahasa arab di SMKA. (Tesis kedoktoran yang tidak diterbitkan). Universiti Kebangsaan Malaysia, Bangi.
Hanif Al Fatta, Zulisman Maksom, & Mohd Hafiz Zakaria. (2018). Game-based learning and gamification: Searching for definitions. International Journal of Simulation – Systems, Science & Technology, 19(6), 1-5. https://ijssst.info/Vol- 19/No-6/paper41.pdf
Hanna Reedzuan, & Mohd Asrul Ishak. (2020). Revisi cepat PT3: Reka bentuk dan teknologi. Selangor: Penerbit Ilmu Bakti.
Hasso Plattner Institute of Design at Stanford. (t.t.). An introduction to design thinking process guide. Diperoleh pada Oktober 7, 2019, daripada https://dschoolold. stanford.edu/sandbox/groups/designresources/wiki/36873/attachments/74b3d /ModeGuideBOOTCAMP2010L.pdf
Heinich, R., Molenda, M., Russell, J. D., & Smaldino, S. E. (1996). Instructional media dan technologies for learning. (Ed. ke-5). New Jersey: Prentice-Hall.
Ideo. (2019). What is design thinking? Diperoleh pada Oktober 7, 2019, daripada https://www.ideou.com/blogs/inspiration/what-is-design-thinking
Ismail Sulaiman. (2018). Pembinaan dan pengujian kebolehgunaan modul pengajaran berasaskan peta pemikiran bagi topik nisbah, kadar dan kadaran. (Tesis sarjana yang tidak diterbitkan). Universiti Pendidikan Sultan Idris, Perak.
Jackson, S. L. (2006). Research methods and statistics: A critical thining approach. (Ed. ke-2). California: Thomson Wadsworth. Johnson, E. B. (2002). Contextual teaching and learning: What it is and why it’s here to stay. California: Corwin Press.
Johnstone, A. H. (1991). Why is science difficult to learn? Things are seldom what they seem. Journal of Computer Assisted Learning, 7(2), 75-83. https://doi.org/10.1111/j.1365-2729.1991.tb00230.x
Johnstone, A. H. (1993). The development of chemistry teaching: A changing response to change demand. Symposium on Revolution and Evolution in Chemical Education, 70(9), 701-705.
Joshi, A., Kale, S., Chandel, S., & Pal, D. K. (2015). Likert scale: Explored and explained. British Journal of Applied Science & Technology, 7(4), 396-403.
Julious, S. A. (2005). Sample size of 12 per group rule of thumb for a pilot study. Pharmaceutical Statistics, 4(4), 287–291. doi:10.1002/pst.185
Kamaleswaran Jayarajah, Rohaida Mohd Saat, & Rose Amnah Abdul Rauf. (2014). A review of science, technology, engineering & mathematics (STEM) education research from 1999-2013: A malaysian perspective. Eurasia Journal of Mathematics, Science & Technology ducation, 10(3), 155-163.
Kapp, K. M., Blair, L., & Mesch, R. (2014). The gamification of learning and instruction fieldbook: Ideas into practice. San Francisco: Wiley.
Kementerian Pelajaran Malaysia. (2012). Spesifikasi kurikulum kimia tingkatan 4. Putrajaya: Bahagian Pembangunan Kurikulum.
Kementerian Pendidikan Malaysia. (2013). Ringkasan eksekutif: Pelan Pembangunan Pendidikan Malaysia 2013-2025 (Pendidikan prasekolah hingga lepas menengah). Putrajaya: Kementerian Pendidikan Malaysia.
Kementerian Pendidikan Malaysia. (2017). Buku laporan inisiatif pengukuhan pendidikan STEM 2017. Putrajaya: Kementerian Pendidikan Malaysia.
Kementerian Pendidikan Malaysia. (2018). Pelan Pembangunan Pendidikan Malaysia 2013-2025: Laporan tahunan 2018. Putrajaya: Kementerian Pendidikan Malaysia.
Kementerian Pendidikan Malaysia. (2019). Bahagian Matrikulasi. Diperoleh pada Disember 20, 2019 daripada https://www.moe.gov.my/korporat/bahagian-danunit/ bahagian-matrikulasi
Kementerian Pendidikan Malaysia. (2020). Soalan lazim program matrikulasi. Diperoleh pada April 15, 2020 daripada https://www.moe.gov.my/images/KPM/UKK/2020/02_Feb/SOALAN_LAZIM_ SESI_2020_2021_20Feb2020.pdf
Khairuddin Nisa, Che Zalina Zulkifli, Nor Azah Abdul Aziz, & Norhashim Mohamad Nordin. (2017). Reka bentuk gamifikasi pembelajaran geografi berasaskan permainan Geoplay. Geografi, 5(1), 46-61.
Khor Mooi Tieng, & Lim Hooi Lian. (2014). Pengetahuan teknologi pedagogi kandungan (PTPK) dalam kalangan guru matematik sekolah rendah. Jurnal Pendidikan Sains & Matematik Malaysia, 4(1), 29-43.
Kind, V. (2004). Beyond apperances: Students’misconceptions about basic chemical ideas. (Ed. ke-2). London: Royal Society of Chemistry.
Kizilaslan, A., Sozbilir, M., & Zorluoglu, S. L. (2019). Making science accessible to students with visual impairments: Insulation-materials investigation. Journal of Chemical Education, 97(7), 1383-1388.
Knudtson, C. A. (2015). ChemKarta: A card game for teaching functional groups in undergraduate organic chemistry. Journal of Chemical Education, 92(9), 1514– 1517.
Kordaki, M. (2015). A constructivist, modeling methodology for the design of educational card games. Procedia-Social and Behavioral Sciences, 191(2), 26- 30.
Kristol, D., & Perimutter, H. D. (1971a). Organocards-chemical card game 2. Education in Chemistry, 8(4), 145-147 & 150.
Kristol, D., & Perimutter, H. D. (1971b). Organocards-chemical card game 3. Education in Chemistry, 8(4), 176-177.
Kurniawan, R. A, Kurniasih, D., & Jukardi. (2017). Board and card games for studying electrochemistry: Preliminary research and early design. Dalam Riyanto, Krisna Merdekawati, Is Fatimah, Allwar & Noor Fitri (Pnyt.), AIP Conference Proceedings, 1911(1), 02003-1-02003-6. https://doi.org/10.1063/1.5015996
Lai Ngan Kuen. (2018). Evaluation of an enhanced game based learning through VLE. (Tesis kedoktoran yang tidak diterbitkan). Universiti Malaya, Kuala Lumpur.
Lay Ah Nam, & Kamisah Osman. (2018). Pendidikan kimia melalui mereka bentuk permainan: Teori dan amalan. Malaysia: Universiti Kebangsaan Malaysia.
Leela Devi Palany Kumar. (2015). Kesan penggunaan jigsaw puzzle dalam menulis formula kimia sebatian ion terhadap kefahaman pelajar sains tingkatan 4. (Tesis sarjana yang tidak diterbitkan). Universiti Pendidikan Sultan Idris, Perak.
Li, Y., Wang, K., Xiao, Y., & Froyd, J. E. (2020). Research and trends in STEM education: a systematic review of journal publications. International Journal of STEM Education, 7(11). https://doi.org/10.1186/s40594-020-00207-6
Likert, R. (1932). A technique for the measurement of attitudes. Archives of Psychology, 22(140), 1-55.
Lim Chong Hin. (2007). Penyelidikan pendidikan: Pendekatan kuantitatif dan kualitatif. Selangor: McGraw-Hill.
Lizawati Mohamad Ham, Hamisah Abu Rashid, Ku Haslina Ku Abd Manaf, & Mohd Taufiq Syakirin Ahmad Zawawi. (2017). Tahap motivasi intrinsik dan pencapaian pelajar dalam pembelajaran kimia topik gas berasaskan permainan ‘Jejak rembo’. Jurnal Penyelidikan Dedikasi, 13, 117-144.
Lizawati Mohamad Ham, & Mohamad Syahrizal Ahmad. (2017). Penggunaan perisian animasi interaktif sel galvanik dalam pembelajaran elektrokimia: Kesan terhadap pemahaman konsep dalam topik elektrokimia. Journal of Science and Mathematics Letters UPSI, 5, 36-51.
Lu Chung Chin, & Effandi Zakaria. (2014). Development and validation of the gamebased learning module to enhance mathematics achievement, positive learning behaviours and pro social behaviours. Journal of Science and Mathematics Letters UPSI, 2, 23-31.
Lu Chung Chin, & Effandi Zakaria. (2015). Effect of game-based learning activities on children’s positive learning and prosocial behaviours. Jurnal Pendidikan Malaysia, 40(2), 159-165.
Lynn, M. R. (1986). Determination and quantification of content validity. Nursing Research, 35(6), 382-385. https://doi:10.1097/00006199-198611000-00017
Made Sukaryawan. (2019). Pembinaan dan kesan modul K5FN bagi topik kadar tindak balas terhadap pelajar sekolah menengah di Palembang. (Tesis kedoktoran yang tidak diterbitkan). Universiti Pendidikan Sultan Idris, Perak.
Mahardhika, S., Santoso, F., & Alfath, N. (2017). Paruman the khemion master: Learning Chemistry periodic table with trading card game. Journal of Game, Game Art and Gamification, 2(2), 53-56.
Mahendra Narayan Singh, Shiv Shankar Sharma, Dhananjay Kumar Sinha, Himanshu Verma, & Shivendra Singh. (2019). SP597 Encouraging multicentric data collection - a google form based permacath registry. Nephrology Dialysis Transplantation, 34(1), 556-557. https://doi.org/10.1093/ndt/gfz103.SP597
Marti-Centelles, V., & Rubio-Magnieto, J. (2014). ChemMend: A card game to introduce and explore the periodic table while engaging students' interest. Journal of Chemical Education, 91(6), 868-871.
Marziah Mohamad. (2019). ‘Correct me’: Dalam membantu pelajar mendefinisi dan menulis persamaan termokimia. Jurnal Penyelidikan Pendidikan, 20, 85-95.
McMurry, J. E., & Fay, R. C. (2008). Chemistry. New Jersey: Pearson Prentice Hall.
Mellor, K. E., Coish, P., Brooks, B. W., Gallagher, E. P., Mills, M., Kavanagh, T. J., … Anastas, P. T. (2018). The safer chemical design game. Gamification of green chemistry and safer chemical design concepts for high school and undergraduate students. Green Chemistry Letters and Reviews, 11(2), 103–110. https://doi.org/10.1080/17518253.2018.1434566
Mercy, O., Grace, K., & Michael, Y. S. (2019). Effectiveness of a constructivist instructional approach on student academic achievement in chemical bonding in ahoada east local government area of rivers state. International Journal of Education and Evaluation, 5(3), 42-55.
Miller, A. (2014). Twelve ideas for teaching with QR codes. Diperoleh pada Ogos 12, 2020 daripada https://www.edutopia.org/blog/QR-codes-teaching-andrew-miller
Miller, G. A. (1956). The magical number seven, plus or minus two: Some limits on our capacity for processing information. Psychological Review, 63, 81-97.
Miller, J. L., Wentzel, M. T., Clark, J. H., & Hurst, G. A. (2019). Green machine: A card game introducing students to systems thinking in green chemistry by strategizing the creation of a recycling plant. Journal of Chemical Education, 96(12), 3006-3013. https://doi.org/10.1021/acs.jchemed.9b00278
Ministry of Education Malaysia. (2019). Quick facts 2019: Malaysia educational statistics. Malaysia: Educational Data Sector.
Mishra, P., & Koehler, M. J. (2006). Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers College Record, 108(6), 1017– 1054.
Mohamad Najid Abdul Ghafar. (1999). Penyelidikan pendidikan. Johor Bahru: Universiti Teknologi Malaysia.
Mohamad Siri Muslimin, Norazah Mohd Nordin, Ahmad Zamri Mansor & Melor Md Yunus. (2017). The design and development of Mobieko: A mobile educational app for microeconomics module. Malaysian Journal of Learning and Instruction: Special Issues, 221-255. Diperoleh pada Januari 10, 2021, daripada http://e-journal.uum.edu.my/index.php/mjli/article/view/7804
Mohd Awang Idris, Haslina Muhamad, & R Zirwatul Aida R Ibrahim. (2018). Metodologi penyelidikan sains sosial. Kuala Lumpur: Penerbit Universiti Malaya.
Mootee, I. (2013). Design thinking for strategic innovation: What they can’t teach you at business or design school. United States of America: Wiley.
Morris, T. A. (2011). Go chemistry: A card game to help students learn chemical formulas. Journal of Chemical Education, 88(10), 1397−1399.
Muafuatun, & Hardiningtyas, R. F. (2018). Development of website teaching materials based on systemic approach in thermochemistry. Journal of Physics: Conference Series, 1097(1), 1-9. doi :10.1088/1742-6596/1097/1/012063
Nahadi, Firman, H., & Ulum, M. (2018). Development and validation of reasoningbased multiple choice test for measuring the mastery of chemistry. Journal of Engineering Science and Technology, 13(6), 1476-1488.
National Center for Education Statistics. (1999). Mathematics and science achievement of eighth-graders in 1999. Diperoleh pada Disember 20, 2019, daripada https://nces.ed.gov/timss/results99_1.asp
National Center for Education Statistics. (2000). Highlights from third international mathematics and study-repeat (TIMSS-R). Diperoleh pada Julai 28, 2020, daripada https://nces.ed.gov/pubs2001/2001027.pdf
National Center for Education Statistics. (2003). TIMSS 2003 tables. Diperoleh pada Disember 20, 2019, daripada https://nces.ed.gov/timss/TIMSS03Tables.asp?Quest=3&Figure=6
National Center for Education Statistics. (2004). Highlights from the trends in international mathematics and science study (TIMSS) 2003. Diperoleh pada Julai 28, 2020, daripada https://nces.ed.gov/pubs2005/2005005.pdf
National Center for Education Statistics. (2007). Table 3. Average science scores of fourth- and eighth-grade students, by country: 2007. Diperoleh pada Disember 20, 2019, daripada https://nces.ed.gov/timss/table07_3.asp
National Center for Education Statistics. (2009). Highlights from TIMSS 2007: Mathematics and science achievement of U.S. fourth- and eighth-grade students in an international context. Diperoleh pada Julai 28, 2020, daripada https://nces.ed.gov/pubs2009/2009001.pdf
National Center for Education Statistics. (2011). Table 5. Average science scores of 8th-grade students, by education system: 2011. Diperoleh pada Disember 20, 2019, daripada https://nces.ed.gov/timss/table11_5.asp
National Center for Education Statistics. (2012). Highlights from TIMSS 2011: Mathematics and science achievement of U.S. fourth- and eighth-grade students in an international context. Diperoleh pada Julai 28, 2020, daripada https://nces.ed.gov/pubs2013/2013009rev.pdf
National Center for Education Statistics. (2015). Science for grades 4 and 8: Averages. Diperoleh pada Disember 20, 2019, daripada https://nces.ed.gov/timss/timss2015/timss2015_table24.asp
National Center for Education Statistics. (2016). Highlights from TIMSS and TIMSS advanced 2015. Diperoleh pada Julai 28, 2020, daripada https://nces.ed.gov/pubs2017/2017002.pdf
Norazilawati Abdullah, Nik Azmah Nik Yusof, & Rosnidar Mansor. (2012). Pelaksanaan pendekatan konstruktivisme dalam mata pelajaran Sains. Jurnal Pendidikan Sains & Matematik Malaysia, 2(1), 78-91.
Nor Azli Ismail. (2015). Penggunaan pembelajaran berasaskan permainan dalam kalangan murid LINUS bagi operasi asas. (Tesis sarjana yang tidak diterbitkan). Universiti Kebangsaan Malaysia, Bangi.
Norhana Bakhary. (2019, Mei). Pembelajaran berpusatkan murid (SCL) cabaran memenuhi tuntutan tenaga kerja abad ke-21. Pendidik. Diperoleh pada Julai 5, 2020, https://www.pendidik.com.my/2019/05/08/pembelajaran-berpusatkanmurid- scl-cabaran-memenuhi-tuntutan-tenaga-kerja-abad-ke-21/
OECD. (2012). PISA 2012 results in focus: What 15-year-olds know and what they can do with what they know. Diperoleh pada Disember 20, 2019 daripada https://www.oecd.org/pisa/keyfindings/pisa-2012-results-overview.pdf
OECD. (2018a). PISA 2018 results: Combined executive summaries Volume I, II & III. Diperoleh pada Disember 20, 2019 daripada https://www.oecd.org/pisa/keyfindings/pisa-2012-results-overview.pdf
OECD. (2018b). Programme for International Student Assessment (PISA) Results from PISA 2018. Diperoleh pada Disember 20, 2019 daripada https://www.oecd.org/pisa/publications/PISA2018_CN_MYS.pdf
Odenweller, C. M., Hsu, C. T., & DiCarlo, S. E. (1998). Educational card games for understanding gastrointestinal physiology. Advances in Physiology Education, 275(6), S78-S84. doi:10.1152/advances.1998.275.6.s78
Ong, E. T., Govindasay, A., Salleh, S. M., Tajuddin, N. M., Rahman, N. A., & Borhan, M. T. (2018). 5E inquiry learning model: Its effect on science achievement among Malaysian year 5 Indian students. International Journal of Academic Research in Business and Social Sciences, 8(12), 348-360.
Ostler, E. (2012). 21st century STEM education: A tactical model for long-range success. International Journal of Applied Science and Technology, 2(1), 28-33.
Paristiowati, M., Cahyana, U., & Fitriani, E. (2019). Hybrid of chemistry learning activities in secondary school through development of the flipped classroom model. Asia Proceedings of Social Sciences, 4(3), 11-13.
Pieroni, O. I., Vuano, B. M., & Ciolino, A. E. (2000). Classroom innovation: Games to make chemistry more interesting and fun. Chemistry Educator, 5(4), 167-170. DOI: 10.1007/s00897000393a
Piskurich, G. M. (2000). Rapid instructional design: Learning ID fast and right. CA San Francisco: Jossey-Bass/Pfeiffer.
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.
Precilla Rovat @ Robert. (2018). Development and effectiveness of stem-based gamified experiments on students’ performance and motivation. (Tesis sarjana yang tidak diterbitkan). Universiti Pendidikan Sultan Idris, Perak.
Priyambodo, E., & Wulaningrum, S. (2017). Using chemistry teaching aids based local wisdom as an alternative media for chemistry teaching and learning. International Journal of Evaluation and Research in Education, 6(4), 295-298.
Punia Turiman, Jizah Omar, Adzliana Mohd Daud, & Kamisah Osman. (2012). Fostering the 21st century skills through scientific literacy and science process skills. Procedia – Social and Behavioral Sciences, 59(17), 110-116.
Qian, M., & Clark, K. R. (2016). Game-based learning and 21st century skills: A review of recent research. Computer in Human Behavior, 63, 50-58.
Rastegarpour, H., & Marashi, P. (2012). The effect of card games and computer games on learning of chemistry concepts. Procedia – Social and Behavioral Sciences, 31, 597-601.
Raymond Chang, Mohd. Shaari Azyze Mohd. Salleh Azyze, Gan Fie Chuen, Salwana Md Ali, Norliza Ghazali & Suraida Ramli. (2005). Physical chemistry for matriculation. (Revised ed.). Kuala Lumpur: McGraw-Hill (Malaysia).
Retno, A. T. P., Saputro, S., & Ulfa, M. (2018). Properness test: Development of an inquiry-based learning module to improve science literacy in thermochemistry subject. Dalam Yoga Dwi Jatmiko, Rodliyati Azrianingsih, Mauludi Ariesto Pamungkas, Anna Safitri, & Corina Karim (Pnyt.), AIP Conference Proceedings, 2021(1), 08003-1-08003-8. doi: 10.1063/1.5062822
Rookes, P., & Willson, J. (2000). Perception: Theory, development and organisation. London and Philadelphia: Routledge.
Russell, J. V. (1999). Using games to teach chemistry: An annotated bibliography. Journal of Chemical Education, 76(4), 481-484.
Sadler, T. D., Romine, W. L., Menon, D., Ferdig, R. E., & Annetta, L. (2015). Learning biology through innovative curricula: A comparison of game- and nongame-based approaches. Science Education, 99(4), 696-720.
Salbiah Mohamed Salleh @ Salleh, Jamil Ahmad, Mohd Aderi Che Noh & Adibah Abdul Latif. (2019). Teknik pelaporan indeks kesahan kandungan (CVI) dalam kajian sains sosial. Dalam Mohd Awang Idris, Mohd Sobhi Ishak Azanin Ahmad & Aszunarni Ayob (Pnyt.). Penyelidikan sains sosial: Aplikasi teori dan metodologi. (ms. 7-20). Kuala Lumpur: Penerbit Universiti Malaya.
Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. England: The MIT Press.
Salinatul Saadiah Saat. (2016). Keberkesanan kad permainan untuk mengenalpasti radas makmal dalam kalangan murid tingkatan satu. (Tesis sarjana yang tidak diterbitkan). Universiti Pendidikan Sultan Idris, Perak.
Samsiah Abdul Hamid. (2018). Writing research proposals in education. Terengganu: Universiti Malaysia Terengganu.
Samuelson, A. G. (2018). Card game and chemistry teaching organometallic reactions through card game. Resonance, 23, 915-923.
Schiefele, U. (1991). Interest, learning and motivation. Educational Psychologist, 26 (3&4), 299-323. Diperoleh pada Jun 1, 2020, daripada https://publishup.unipotsdam. de/opus4ubp/frontdoor/deliver/index/docId/3170/file/schiefele1991_26.
Schmidt, D. A., Baran, E., Thompson, A. D., Mishra, P., Koehler, M. J., & Shin, T. S. (2009). Technological pedagogical content knowledge (TPACK): The development and validation of an assessment instrument for preservice teachers. Journal of Research on Technology in Education, 42(2), 123-149.
Schunk, D. H. (2008). Learning theories: An educational perspective. (Ed. ke-5). New Jersey: Pearson Education.
Selvi, M., & Cosan, A. O. (2018). The effect of using educational games in teaching kingdoms of living things. Universal Journal of Educational Research, 6(9), 2019-2028. DOI: 10.13189/ujer.2018.060921
Sidek Mohd Noah, & Jamaludin Ahmad. (2005). Pembinaan modul: Bagaimana membina modul latihan dan modul akademik. Selangor: Penerbit Universiti Putra Malaysia.
Silberberg, M. S. (2006). Chemistry: The molecular nature of matter and change. (Ed. ke-4). United States: McGraw-Hill.
Simpson, T. L. (2002). Dare I oppose constructivist theory? The Educational Forum, 66, 347-354.
Siti Rohaida Hashim. (2017). Pembangunan dan keberkesanan modul pengajaran dan pembelajaran tajuk jatuh bebas dan gerakan luncuran dan keberkesanannya terhadap pencapaian pelajar. (Tesis sarjana yang tidak diterbitkan). Universiti Pendidikan Sultan Idris, Perak.
Sjostrom, J. (2014). Humanizing chemistry education: From simple contextualization to multifaceted problematization. Journal of Chemical Education, 91(8), 1125- 1131.
Stojanovska, M., & Velevska, B. (2018). Chemistry games in the classroom: A pilot study. Journal of Research in Science, Mathematics and Technology Education, 1(2), 113-142.
Sufean Hussin, & Norliza Zakuan. (2009). Dasar modal insan: 60:40 dalam sains dan teknologi. Kuala Lumpur: Tinta Publishers.
Sugiarti, A. C., Suyatno, S., & Sanjaya, I. G. M. (2018). The development of learning material using learning cycle 5E model based stem to improve students’learning outcomes in thermochemistry. Journal of Physics: Conference Series, 1006(1), 1-6. DOI: 10.1088/1742-6596/1006/1/012039
Suhaida Mohd Amin, Nurulhuda Mohd Satar, & Su Fei Yap. (2015). Trained in science-base field: Change of specialization among educated women in Malaysia. The Malaysian Online Journal of Educational Science, 3(4), 38-45.
Sumiati Suparmin. (2016). Pengujian kebolehgunaan kit pembelajaran visualisasi terhadap pemahaman konsep asas komunikasi tanpa wayar dalam kalangan pelajar novis. (Tesis sarjana yang tidak diterbitkan). Perak: Universiti Pendidikan Sultan Idris.
Suniati, N. M. S., Sadia, W., & Suhandana, A. (2013). Pengaruh implementasi pembelajaran kontekstual berbantuan multimedia interaktif tehadap penurunan miskonsepsi. E-Journal Program Pascasarjana Universitas Pendidikan Ganesha, 4(1), 1–13.
Syamsul Bahrin Zaibon. (2015). User testing on game usability, mobility, playability, and learning content of mobile game-based learning. Jurnal Teknologi Sciences & Engineering, 77(29), 131-139.
Taber, K. S. (2000). Chemistry lessons for universities? A review of constructivist ideas. University Chemistry Education, 4(2), 63-72.
Tam, M. (2009). Chapter 3 Constructivism, instructional design, and technology: Implication for transforming distance learning. Dalam J. W. Willis (Pnyt.), Constructivist Instructional Design (C-ID): Foundations, models, and examples. (ms. 61-80). Charlotte, North Carolina: Information Age Publishing.
Tantu, Y. R. P. (2018). Penerapan pembelajaran kontekstual untuk meningkatkan kemampuan berfikir kritis siswa kelas 11 pada pelajaran kimia di UPH college. A Journal of Language, Literatur, Culture, and Education, 14(2), 209-222.
Tan Wee Hoe. (2015). Gamifikasi dalam pendidikan. Tanjung Malim: Universiti Pendidikan Sultan Idris.
Tan Wee Hoe, Lin Chia Ying, & Wang Yanzhen. (2013). Mandarin communication learning app: A proof-of-concept prototype of contextual learning. Journal of Research, Policy & Practice of Teachers & Teacher Education, 3(2), 38-48.
Tan Yin Toon, & Ashy Kumren. (2013). Chemistry for matriculation semester 2. (Ed. ke-4). Selangor: Oxford Fajar Sdn Bhd.
TIMSS & PIRLS International Study Center. (2020). TIMSS 2019 International Results in Mathematics and Science. Diperoleh pada Disember 10, 2020, https://timss2019.org/reports/average-achievement-and-scale-score-distributionss8/
Thiagarajan, S. (2003). Design your own games and activities: Thiagi’s templates for performance improvement. San Francisco, CA: John Wiley & Sons.
Tsang, K. K. (2012). The use of midpoint on likert scale: The implication for educational research. Hong Kong Teachers’ Centre Journal, 11, 121-130.
Uchegbu, R. I., Oguoma, C. C., Elenwoke, U. E., & Ogbuagu, O. E. (2016). Perception of difficult topics in chemistry curriculum by senior secondary school (II) students in Imo State. AASCIT Journal of Education, 2(3), 18-23.
Uslima, U., Ertikanto, C., & Rosidin, U. (2018). Contextual learning module based on multiple representations: The influence on students’ concept understanding. Tadris: Jurnal Keguruan Dan Ilmu Tarbiyah, 3(1), 11–20. https://doi.org/10.24042/tadris.v3i1.2534
Van Belle, G. (2008). Statistical tules of thumb. (Ed. ke-2). New York: John Wiley.
Wan Hasmah Wan Mamat, & Nur Munirah Teoh Abdullah. (2015). Permainan dan simulasi. Kuala Lumpur: Dewan Bahasa dan Pustaka.
Wan Nor Fadzilah Wan Husin, Nurazidawati Mohamad Arsad, Oziah Othman, Lilia Halim, Mohamad Sattar Rasul, Kamisah Osman & Zanaton Iksan. (2016). Fostering students’ 21st century skills through project oriented problem based learning (POPBL) in integrated STEM education program. Asia-Pacific Forum on Science Learning and Teaching, 17(1), Diperoleh pada Disember 10, 2020, https://pdfs.semanticscholar.org/7205/3a7800cfb74c47290b4da988d20bbb86a9e b.pdf
Whitton, N. (2012). Good game design is good learning design. Dalam N. Whitton & A. Moseley (Pnyt.), Using games to enhance learning and teaching: A beginner’s guide. (ms. 9-18). New York: Routledge.
Whitton, N., & Moseley, A. (2012). Designing low-cost games for learning. Dalam N. Whitton & A. Moseley (Pnyt), Using games to enhance learning and teaching: A beginner’s guide. (ms. 138-155). New York: Routledge.
Widyastuti, E. & Susiana. (2019). Using the ADDIE model to develop learning material for actuarial mathematics. Journal of Physics: Conference Series, 1188(1), 1-9, doi:10.1088/1742-6596/1188/1/012052
Wiji, W., & Mulyani, S. (2018). Student’s mental model, misconceptions, troublesome knowledge, and threshold concept on thermochemistry with DToMPOE. Journal of Physics: Conference Series, 1013(1), 1-5. https://doi :10.1088/1742-6596/1013/1/012098
Wong Weng Siong, & 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, 121-135.
Wood, J., & Donnelly-Hermosillo, D. F. (2019). Learning chemistry nomenclature: Comparing the use of an electronic game versus a study guide approach. Computers & Education, 14, 1-18. https://doi.org/10.1016/j.compedu.2019.103615
Zhang Xuemei. (2017). Acid-base poker: A card game introducing the concepts of acid and based at the college level. Journal of Chemical Education, 94(5), 606- 609.
Ziegler, G. R. (1974). Eloosis – A card game which demonstrates the scientific method. Journal of Chemical Education, 51(8), 532.
Zolkefli Bahador, Nordin Othman, & Mohd Kasri Saidon. (2017). Faktor-faktor yang mempengaruhi pengintegrasian teknologi pengajaran berdasarkan model tpack dalam kalangan guru matematik. Proceedings of the ICECRS, 1(2), 66-73. International Consortium of Education and Culture Research Studies. https://doi.org/10.21070/picecrs.v1i2.1438
Zurida Ismail, Syariah Norhaidah Syed Idros, & Mohd. Ali Samsudin. (2007). Kaedah mengajar sains. Kuala Lumpur: PTS Professional.
|
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. |