UPSI Digital Repository (UDRep)
Start | FAQ | About
Menu Icon

QR Code Link :

Type :article
Subject :L Education
ISSN :2146-0353
Main Author :Hanifah Mahat
Additional Authors :Mohmadisa Hashim
Nasir Nayan
Yazid Saleh
Nur Hidayah Baharudin
Title :The readiness of geography teacher trainees in gamification approach
Place of Production :Tanjung Malim
Publisher :Fakulti Sains Kemanusiaan
Year of Publication :2021
Notes :Review of International Geographical Education Online
Corporate Name :Universiti Pendidikan Sultan Idris
HTTP Link :Click to view web link

Abstract : Universiti Pendidikan Sultan Idris
This study aims to examine the use of the gamification approach in teacher training and learning sessions. The three main variables that are the focus of the study are gamification knowledge, gamification skills, and the use of gamification among Geography trainee teachers at the Universiti Pendidikan Sultan Idris. Survey methods involving questionnaires were used in this study. The study?s sample consisted of 86 trainee teachers from sixth and seventh semester students in the Geography Bachelor of Education programme. The study sample was taken using a simple random sampling technique. This study focusses on examining the level of gamification knowledge, gamification skills, and use of gamification among Geography trainee teachers. Furthermore, the study was designed to examine each variable?s differences according to gender and finally to analyse each study variable?s relationship. This study used descriptive statistical analysis (frequency, mean, standard deviation, and percentage) and inferential analysis Pearson correlation. Findings show that the level of knowledge of the gamification approach is high (M = 4.08, SD = 0.46). The skill level is also high (M = 4.13, SD = 0.47) as well as the level of use (M = 3.82, SD = 0.84). Pearson correlation analysis showed a moderate positive correlation between knowledge and gamification approach skills (r = 0.385, p = 0.000, p

References

(2016). Kurikulum Standard Sekolah Menengah Bahasa Inggeris Dokumen Standard Kurikulum Dan Pentaksiran Tingkatan 1, Retrieved from www.scopus.com

Abdul Rashid, M., & Zurida, I. (2001). Pengalaman belajar-mengajar guru-guru pelatih universiti sains malaysia. Jurnal Pendidik Dan Pendidikan, 7, 41-56. Retrieved from www.scopus.com

Abdullah, H. (1999). Kemahiran Interpersonal Untuk Guru Bestari, Retrieved from www.scopus.com

Adams, K. A., & Lawrence, E. K. (2014). Research methods, statistics, and applications. Research Methods, Statistics, and Applications, Retrieved from www.scopus.com

Ayob, A. M. (2005). Kaedah Penyelidikan Sosioekonomi, Retrieved from www.scopus.com

Azilah, N., & Zarina. (1997). Persepsi guru dalam perkhidmatan mengenai penggunaan komputer. Prosiding Dari Persatuan Teknologi Pendidikan Malaysia 10 Th Konvensyen, Retrieved from www.scopus.com

Best, J. W., & Kahn, J. V. (1998). Research in Education, Retrieved from www.scopus.com

Çankaya, S., & Karamete, A. (2009). The effects of educational computer games on students' attitudes towards mathematics course and educational computer games. Procedia - Social and Behavioral Sciences, 1(1), 145-149. doi:10.1016/j.sbspro.2009.01.027

Cugelman, B. (2013). Gamification: What it is and why it matters to digital health behavior change developers. JMIR Serious Games, 1(1) doi:10.2196/games.3139

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". Paper presented at the Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011, 9-15. doi:10.1145/2181037.2181040 Retrieved from www.scopus.com

Farozi, M. (2016). Rancang bangun website gamifikasi sebagai strategi pembelajaran dan evaluasi hasil belajar mahasiswa. Seminar Nasional Teknologi Informasi Dan Multimedia, Retrieved from www.scopus.com

HEINTZMAN, R. (2020). Interactive geovisualizations (iGEO): A new approach to teaching and learning physical geography. Review of International Geographical Education Online, 10(4), 664-683. doi:10.33403/rigeo.762649

Higgins, S., Mercier, E., Burd, L., & Joyce-Gibbons, A. (2012). Multi-touch tables and collaborative learning. British Journal of Educational Technology, 43(6), 1041-1054. doi:10.1111/j.1467-8535.2011.01259.x

Hussain, S. Y. S., Tan, W. H., & Idris, M. Z. (2014). Digital game-based learning for remedial mathematics students: A new teaching and learning approach in malaysia. International Journal of Multimedia and Ubiquitous Engineering, 9(11), 325-338. doi:10.14257/ijmue.2014.9.11.32

Jamilah, A., Hasrina, M., Hamidah, A. H., & Juliana, A. W. (2011). Pengetahuan, sikap dan amalan masyarakat malaysia terhadap isu alam sekitar. Akademika, 81(3), 103-115. Retrieved from www.scopus.com

Kiili, K., Ketamo, H., & Kickmeier-Rust, M. D. (2014). Eye tracking in game-based learning research and game design. International Journal of Serious Games, 1(2), 51-65. Retrieved from www.scopus.com

Krejcie, R. V., & Morgan, D. W. (1970). Determining sample size for research activities. Educational and Psychological Measurement, 30(3), 607-610. Retrieved from www.scopus.com

Kurnia, E., & Sudirman, Z. (2013). Lab ware: Implementational of gamification approach in computer lab activities. International Conference on Information System for Business Competitiveness, Retrieved from www.scopus.com

Malaysia, K. P. (2015). Pelan Pembangunan Pendidikan Malaysia 2015-2025, Pendidikan Tinggi, Retrieved from www.scopus.com

McGrath, N., & Bayerlein, L. (2013). Engaging online students through the gamification of learning materials: The present and the future. Paper presented at the 30th Annual Conference on Australian Society for Computers in Learning in Tertiary Education, ASCILITE 2013, 573-577. Retrieved from www.scopus.com

Noriah, I., Siti Rahayah, A., Rosseni, D., & Aidah, A. K. (2002). Expanding traditional classroon through computer technology: A collaborative learning process. Jurnal Teknologi, 3(2), 210-222. Retrieved from www.scopus.com

Nurfazliah, M., Jamalludin, H., Shaharuddin, M. S., & Megat Aman Zahiri, M. Z. (2015). Penggunaan game-based learning bagi meningkatkan kemahiran penyelesaian masalah kreatif dalam matematik. 2nd International Education Postgraduate Seminar (IEPS 2015), Retrieved from www.scopus.com

Ong, D. L. T., Chan, Y. Y., Cho, W. H., & Koh, T. Y. (2013). Motivation of learning: An assessment of the practicality and effectiveness of gamification within a tertiary education system in malaysia. A Proceeding of World Academy of Researchers, Educators, Amd Scholars in Business, Social Sciences, Humanities and Education Conference, 1(1), 131-146. Retrieved from www.scopus.com

Pramana, D. (2015). Perancangan pengetahuan aplikasi dengan konsep gamifikasi. Jurnal Sistem Dan Informatika, 10(2), 25-56. Retrieved from www.scopus.com

Prambayun, A. (2015). Pola perancangan gamifikasi untuk membangun engagement siswa dalam belajar. Seminar Nasional Teknologi Informasi Dan Multimedia, , 2302-3805. Retrieved from www.scopus.com

Prasetyo, I. A., Destya, S., & Rizky. (2016). Penerapan konsep gamifikasi pada perancangan aplikasi PembelajaranAl-quran. Retrieved from www.scopus.com

Rohaila, M. R., & Fariza, K. (2017). Gamifikasi: Konsep dan implikasi dalam pendidikan. Pembelajaran Abad Ke-21: Trend Integrasi Teknologi, , 144-154. Retrieved from www.scopus.com

Rohwati, M. (2012). Penggunaan pendidikan permainan untuk meningkatkan hasil belajar IPA biologi konsep klasifikasi mahluk hidup. Jurnal Pendidikan IPA Indonesia, 30, 10-55. Retrieved from www.scopus.com

Skyrms, B. (2004). The Stag Hunt and the Evolution of Social Structure, Retrieved from www.scopus.com

Yin, R. K. (1994). Case Study Research: Design and Methods, Retrieved from www.scopus.com


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.

Back to previous page

Installed and configured by Bahagian Automasi, Perpustakaan Tuanku Bainun, Universiti Pendidikan Sultan Idris
If you have enquiries, kindly contact us at pustakasys@upsi.edu.my or 016-3630263. Office hours only.