UPSI Digital Repository (UDRep)
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Abstract : Universiti Pendidikan Sultan Idris |
Kajian ini bertujuan membangunkan permainan yang dinamai PhyKER Games bagi
tajuk Litar Elektrik untuk pelajar sekolah menengah dan menguji kesan
penggunaannya dalam pembelajaran ke atas pencapaian dan motivasi pelajar. Kajian
ini menggunakan reka bentuk Kajian Perekaan dan Pembangunan (DDR) termasuk
kuasi eksperimen bagi menentukan kesan penggunaan permainan tersebut. Fasa
pertama kajian iaitu analisis keperluan melibatkan keseluruhan populasi 504 pelajar di
sekolah Wilayah Persekutuan Putrajaya. Seramai 384 pelajar Tingkatan 5 memberi
respon yang mana 66.9% pelajar menyatakan tajuk Elektrik adalah tajuk yang paling
sukar manakala kaedah pembelajaran berasaskan permainan menjadi pilihan 62.2%
pelajar. Fasa kedua kajian iaitu reka bentuk dan pembangunan PhyKER Games
melibatkan seramai tiga orang pakar bagi mendapatkan kesahan kandungan. Dapatan
menunjukkan PhyKER Games mempunyai kesahan kandungan yang memuaskan
dengan nilai Indeks Kesahan Kandungan 0.95. Bagi menguji kebolehgunaan dan
kebolehlaksanaan PhyKER Games instrumen yang digunakan ialah soal selidik yang
diadaptasi daripada instrumen sedia ada. Dapatan menunjukkan PhyKER Games
mempunyai kebolehlaksanaan dan kebolehgunaan yang baik dengan peratus
persetujuan antara pengguna melebihi 75%. Bahagian terakhir kajian ialah fasa
penilaian kesan penggunaan PhyKER Games. Dapatan menunjukkan bahawa terdapat
perbezaan yang signifikan antara pencapaian skor pelajar dalam kumpulan rawatan
(n=30, M = 66.58, SD = 11.587) melalui ujian-t sampel bebas dengan nilai t (58) = -
5.960, p = 0.000, dengan pelajar dalam kumpulan kawalan (n=30, M = 50.92, SD =
8.547). Analisis korelasi Pearson dengan nilai r=0.82 menunjukkan terdapat hubungan
yang kuat dan signifikan antara motivasi menggunakan PhyKER Games dengan skor
pencapaian pascaujian. Kesimpulannya, kajian ini berjaya membangunkan sebuah
permainan pendidikan dalam tajuk Litar Elektrik yang berkesan dalam meningkatkan
pencapaian dan motivasi pelajar. Implikasinya, PhyKER Games boleh dijadikan
sebagai rujukan kepada guru sebagai contoh permainan yang berkesan dan oleh itu
boleh dimanfaatkan dalam pembelajaran berasaskan permainan. Selain itu, PhyKER
Games boleh menjadi panduan bagi penyelidik dan guru bagi membangunkan
permainan serupa bagi tujuan pengajaran dan pembelajaran. |
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