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Type :thesis
Subject :LB Theory and practice of education
Main Author :Farah Waheeda Hashim
Title :Faktor-faktor kesediaan guru sekolah menengah di daerah Kuantan dalam melaksanakan pembelajaran berasaskan permainan digital
Place of Production :Tanjong Malim
Publisher :Fakulti Pembangunan Manusia
Year of Publication :2021
Corporate Name :Universiti Pendidikan Sultan Idris
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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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