UPSI Digital Repository (UDRep)
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Abstract : Universiti Pendidikan Sultan Idris |
Kajian ini bertujuan untuk mengenali faktor-faktor kesediaan guru sekolah menengah
di daerah Kuantan dalam melaksanakan pembelajaran berasaskan permainan digital
semasa pembelajaran dan pemudahcaraan (PdPc). Kajian ini menggunakan pendekatan
kuantitatif berasaskan rekabentuk tinjauan. Populasi kajian terdiri daripada guru-guru
sekolah menengah di daerah Kuantan, Pahang. Seramai 341 orang guru telah dipilih
sebagai sampel dalam kajian ini. Pemilihan dibuat secara persampelan rawak mudah.
Dapatan kajian menunjukkan tahap pelaksanaan pembelajaran berasaskan permainan
adalah pada tahap sederhana (M=3.12, SP=0.61). Kesediaan guru untuk melaksanakan
pembelajaran berasaskan permainana digital dari aspek kemahiran guru (M=2.80,
SP=0.79), sumber guru (M=2.87, SP=0.69), sikap guru (M=3.43, SP=0.63), latihan
guru (M=2.72, SP=0.75) dan kebimbangan guru (M=3.26, SP=0.69) terhadap
pelaksanaan pembelajaran berasaskan permainan digital adalah pada tahap sederhana.
Analisis lanjutan menunjukkan terdapat hubungan signifikan positif yang kuat antara
kemahiran guru (r = .725, p = .000), sikap guru (r = .602, p = .000), dan latihan guru (r
= .585, p = .000), dengan pelaksanaan pembelajaran berasaskan permainan digital.
Manakala bagi hubungan antara sumber guru (r = .491, p = .000), dengan pelaksanaan
pembelajaran berasaskan permainan digital menunjukkan hubungan signifikan positif
yang sederhana dan, bagi hubungan antara kebimbangan guru (r = -.297, p = .000),
dengan pelaksanaan pembelajaran berasaskan permainan digital menunjukkan
hubungan signifikan negatif yang lemah. Kesimpulannya pelaksanaan pembelajaran
berasaskan permainan digital berada pada tahap sederhana dalam kalangan guru.
Justeru pihak KPM khususnya pihak sekolah seharusnya merancang keperluan latihan
teknologi digital secara formal mengikut bidang mata pelajaran kepada guru-guru,
keperluan menambah dan mempelbagaikan koleksi bahan pembelajaran berasaskan
permainan digital di sekolah serta menyusun semula strategi penyebaran penggunaan
permainan digital dalam kalangan guru di sekolah. Guru pula perlulah mengambil
inisiatif bagi memastikan mereka mampu menjadi agen perubahan yang memastikan
penyebaran teknologi permainan digital dapat disebarkan secara meluas sesuai dengan
perubahan Pendidikan global. |
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