UPSI Digital Repository (UDRep)
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Abstract : Universiti Pendidikan Sultan Idris |
Kajian bertujuan bagi menganalisis keberkesanan dan kecekapan pengaplikasian
Pemikiran Komputasional dalam Pembelajaran Berasaskan Permainan dalam kalangan
murid Tahun Tiga bagi Topik Operasi Asas Darab Tahun Tiga. Reka bentuk kajian yang
digunakan bagi melihat hubungan di antara pemboleh ubah tidak bersandar dan
pemboleh ubah bersandar adalah eksperimen kuasi serta ujian pra dan ujian pasca satu
kumpulan. Kajian ini menggunakan kaedah persampelan bertujuan bagi mendapatkan
42 orang murid Tahun Tiga dari Sekolah Kebangsaan Sentul Utama sebagai sampel
kajian. Perisian SPSS versi 23 digunakan bagi menganalisis dapatan kajian
menggunakan ujian T sampel bebas dan ujian T berpasangan. Dapatan kajian
menunjukkan wujud perbezaan skor min ujian pasca antara kumpulan kawalan dan
rawatan dengan nilai signifikan p = 0.004 (p < 0.05). Ini menunjukkan kaedah
pemikiran komputasional dalam permainan Tic Tac Toe lebih berkesan berbanding
pendekatan konvensional bagi Topik Operasi Asas Darab Tahun Tiga. Dapatan kajian
juga menunjukkan terdapat perbezaan yang signifikan antara skor min pra ujian dan
pasca ujian bagi kumpulan rawatan dengan nilai p = 0.000 (p < 0.05). Analisis
kecekapan min masa ujian pra dan min masa ujian pasca bagi kumpulan rawatan
menunjukkan nilai p = 0.000 (p < 0.05). Ini membuktikan pemikiran komputasional
dalam PBP dapat menyingkatkan masa yang diambil oleh murid bagi menyelesaikan
soalan Operasi Asas Darab Tahun Tiga. Kesimpulannya, pengaplikasian Pemikiran
Komputasional dalam PBP bagi Topik Operasi Asas Darab Tahun Tiga lebih berkesan
bagi mengukur pencapaian akademik murid dari segi skor dan kecekapan penyelesaian
masalah dari segi masa. Implikasinya, Pemikiran Komputasional dalam PBP wajar
diaplikasikan sebagai salah satu strategi pengajaran dan pembelajaran. |
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