UPSI Digital Repository (UDRep)
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Abstract : Universiti Pendidikan Sultan Idris |
Tujuan kajian ini ialah untuk membandingkan pencapaian pelajar yang mengikuti kaedah pengajaran menggunakan kaedah permainan dengan pelajar yang mengikuti kaedah pembelajaran konvensional bagi mata pelajaran Ekonomi tingkatan empat. Kajian ini juga mengenal pasti minat pelajar melalui penggunaan permainan dalam pembelajaran mata pelajaran Ekonomi tingkatan empat. Kaedah kajian ini menggunakan reka bentuk kuasi-eksperimen. Satu kelas dipilih sebagai kumpulan rawatan (n=30) dan satu kelas sebagai kumpulan kawalan (n=30) secara rawak. Intervensi dilakukan bagi kumpulan rawatan menggunakan permainan berbentuk kad dalam proses pembelajaran dan kumpulan kawalan menggunakan kaedah konvensional. Dapatan kajian menunjukkan pelajar bersetuju bahawa pembelajaran mata pelajaran Ekonomi melalui penggunaan kaedah permainan mampu menarik minat mereka untuk belajar. Ujian-t sampel bebas menunjukkan terdapat perbezaan pencapaian pelajar yang signifikan antara kumpulan rawatan dengan kumpulan kawalan dengan nilai t (58) = 8.167, p < 0.05. Ini bermakna kumpulan rawatan mendapat skor (M=59, SP=8.14) yang lebih baik berbanding kumpulan kawalan (M=44, SP=6.29). Selain itu dapatan juga menunjukkan hubungan yang positif namun sederhana antara minat dan kefahaman pelajar (r = 0.418, p = 0.011) dalam pembelajaran mata pelajaran Ekonomi tingkatan empat. Kesimpulannya, penggunaan permainan mampu menarik minat pelajar untuk mempelajari mata pelajaran ini dan memberikan kefahaman yang baik kepada pelajar. Implikasinya, kajian ini menunjukkan bahawa kaedah permainan adalah sesuai digunakan sebagai satu kaedah pembelajaran alternatif yang boleh digunakan guru mata pelajaran Ekonomi. |
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