UPSI Digital Repository (UDRep)
|
|
|
Abstract : Universiti Pendidikan Sultan Idris |
Kajian ini bertujuan membina dan menguji kebolehgunaan permainan papan
pendidikan untuk pengajaran dan pembelajaran tajuk Asid, Bes dan Garam Kimia
Tingkatan 4. Permainan papan Prosalt telah dibina mengikut Kurikulum Standard
Sekolah Menengah Kimia Tingkatan 4. Kajian ini merupakan satu kajian pembangunan
yang melibatkan metodologi memperoleh kesahan, kebolehpercayaan dan
kebolehgunaan permainan. Permainan papan telah dibangunkan menggunakan lima
fasa yang terdapat dalam model ADDIE. Permainan papan Prosalt yang dibina telah
disahkan oleh lima orang pakar. Dapatan kesahan menunjukkan permainan papan
Prosalt mempunyai kesahan yang baik dengan peratus persetujuannya adalah 83.0%.
Kebolehpercayaan terhadap permainan Prosalt ini telah diukur menerusi kajian rintis
terhadap sekumpulan pelajar Kimia tingkatan 4. Dapatan kajian rintis menunjukkan
kebolehpercayaan permainan papan Prosalt adalah baik dengan nilai Alpha Cronbach
sebanyak 0.96. Manakala, kebolehgunaan permainan papan Prosalt yang dibangunkan
telah ditentukan menggunakan 106 orang pelajar Kimia tingkatan 4 yang dipilih
daripada tiga buah sekolah. Sampel kajian ini dipilih menggunakan pensampelan rawak
berkelompok. Borang soal selidik telah digunakan sebagai instrumen kajian. Analisis
data telah dipersembahkan dalam bentuk statistik deskriptif. Hasil kajian mendapati
lima konstruk yang mewakili kebolehgunaan permainan papan Prosalt iaitu minat
pelajar, kefahaman, mesra pengguna, prosedur penggunaan serta pemikiran kreatif dan
kritis juga pada tahap yang boleh diterima dengan nilai min dan peratus persetujuan
masing-masing 82.4% (min = 3.15), 80.3% (min = 3.19), 90.8% (min = 3.64), 90.5%
(min = 3.58) dan 75.8% (min = 3.17). Kesimpulannya, permainan papan yang
dibangunkan diterima baik oleh pelajar bagi pembelajaran tajuk Asid, Bes dan Garam
khususnya standard kandungan penyediaan garam. Implikasinya, permainan papan
Prosalt merupakan satu kaedah alternatif dalam pendidikan Kimia ketika mempelajari
tajuk Asid, Bes dan Garam. |
References |
Ad Norazli. (2014). Peranan game-based learning dalam pembelajaran bagi meningkatkan prestatsi murid linus. International Seminar On Global Education II: Education Transformation Toward A Develop Nation, 50(2), 1- 19.
Adeline, L. S. Y. (2014). Sikap dan kebimbangan kimia dalam kalangan pelajar aliran sains: satu pendekatan pemodelan persamaan struktural (SEM). Jurnal Pemikir Pendidikan, 5(1), 99-117.
Aisyah, S. (2018). The effectiveness of inquiry approach for salt topic. [Unpublished Degree dissertation, Sultan Idris Education University]. Sultan Idris Education University Research Repository. https://ir.upsi.edu.my/doc.php?t=p&id=b694980997bb67dffd6bb749bff136b8 61cb5c979dcb
Aldrich, C. (2005). Learning by doing a comprehensive guide to simulations, computer games, and pedagogy in e-learning and other educational experiences. Canadian Journal of Learning and Technology, 31(2), 307-319.
Amy, A. R. (2016). Development of Prozyme Board Game for teaching and learning enzyme topic in biology form 4. [Unpublished Master’s thesis, Sultan Idris Education University]. Sultan Idris Education University Research Repository. https://ir-upsi-edumy. ezpustaka2.upsi.edu.my/doc.php?t=d&id=ea206867cae592d03a11f29fd7cf 62a960fa4f737abd5
Ang Kean Hua. (2016). Pengenalan rangkakerja metodologi dalam kajian penyelidikan: satu kajian kes. Malaysian Journal of Social Science and Humanaties, 1(1), 17- 23.
Antanio, J. F. M. (2016). A game based approach to learning the idea of chemical elements and their periodic classification. Journal of Chemical Education. 93(7), 1173-1190.
Arif Susanto, Raharjo & Muji Sri Prastiwi. (2012). Permainan monopoli sebagai media pembelajaran sub materi sel pada siswa SMA kelas XI IPA. Journal of Biology Education, 1(1), 1-6.
Barry, R. (2007). Development of a simulation board game based on the physical principles of superconductivity and magnetism for use as a teaching aid. Proceedings of the 31st Annual Condensed Matter and Material Meeting, 116(47), 201-211.
Bayir, E. (2014). Developing and playing chemistry games to learn about elements, compounds, and the periodic table: elemental periodica, compoundica, and groupica. Journal of Chemical Education, 91(1), 531-535.
Blakely. M. A. (2018). Chemical pursuit: a modified Trivia Board Game. Journal of Chemical Education, 95(3), 416-418.
Branch, R. M., & Kopcha, T. J. (2014). Instructional design models. In J. M. Spector, M. D. Merrill, J. Elen, & M. J. Bishop (Eds). Handbook of Research on Educational Communications and Technology (pp. 77–87). New York: Springer.
Burguillo, J. C. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers & Education, 55(2), 566–575.
Camilleri, M. A. (2017). The student’s perception of digital game based learning. Retrieved February 7, 2020, from the http://core.ac.uk/download/pdf/93183923.pdf
Cheng, Meng Tzu,; Su, Tzu Fen,; Huang, Wei Yu & Chen, Jhih Hao. (2014). An educational game for learning human immunology: What do students learn and how do they perceive?. British Journal of Educational Technology, 45(5), 820- 833.
Chua, Y.P. (2012). Asas statistik penyelidikan. Kuala Lumpur: McGraw-Hill.
Creswell, J. W. (2010). Educational research- planning, conducting, and evaluation quantitative and qualitative research. Fourth Edition. New Jersey: Pearson MerrilPrentice Hall.
Darr, B. J. (2016). The rules of the game: experiencing global capitalism on a monopoly board. Journal of Political Science Education, 12(3), 268-281.
Dessy, N. (2008). Pembelajaran berbasis masalah untuk meningkatkan terampilan berargumentasi siswa SMA pada konsep hidrolisis garam. Jurnal Pendidikan Matematika dan Sains tahun, 3(2), 133-142.
Dick, W., & Carey, L. (1996). The systematic design of instruction (4th ed.). New York: Harper Collins College Publishers.
Driver, R., & Bell, B. (1986). Student’s thinking and the learning of science: A constructivist view. School Science Review, 67, 443-456.
Dyah Ayu Priyantika. (2014). The development of chemist web instructional media on salt hydrolysis mattter. UNESA Journal of Chemical Education, 3(2), 124-129.
Ella Dini Miranda, J. C. (2015). Penggunaan permainan monopoli sebagai media chemo-edutainment untuk meningkatkan prestasi belajar siswa pada pokok bahasan koloid di kelas xi ipa man 2 model pekan baru. Jurnal Online Mahasiswa, 2(1), 1-10.
Erhel, S., & Jamet, E. (2013). Digital game based learning: impact of instruction and feedback on motivation and learning effectiveness. Computers & Education, 67(2), 156-167.
Evangelista Carlo Jose. (2018). Development and validation of an educational astronomy board game for classroom use. [Unpublished Undergraduate Thesis, Rizal Technological University]. ResearchGate. http://www.researchgate.net/profile/Carlo_Evangelista/publication/324503760 _Development_and_Validation_of_an_Educational_Astronomy_Board_Game _for_Classroom_Use/links/5ad0bf72458515c60f4e815a
Fairuz Aiman. (2018). The development of The Company board game as a learning media of basic accounting to improve student’s learning motivation. [Unpublished Undergraduate Thesis, Yogyakarta State University]. ePrints@UNY. http://eprints.uny.ac.id/id/eprint/56742
Foo Jing Yao. (2015). Pembinaan modul latihan i-think ungkapan algebra tingkatan dua. [Unpublished Master’s thesis, Sultan Idris Education University]. Sultan Idris Education University Research Repository. https://ir.upsi.edu.my/doc.php?t=d&id=0a115c8a25d6983ca739e07383c15dfa 60fa6c1d4b3d1
Grant, M. M. (2011). “Learning, beliefs, and products: student’s perspectives with project-based learning”. Interdisciplinary Journal of Problem-based Learning, 5(2), 37-69.
Gutierrez, A. (2014). Development and effectiveness of an educational card game as supplementary material in understanding selected topics in biology. Cell Biology Education, 13(1), 76-82.
Hanapiah Khamis, A. (2018). Pembinaan instrumen pentaksiran ekstensif modifikasi permainan kategori memadang dalam mata pelajaran pendidikan jasmani tahun 5. e- Academia Journal, 7(2), 146-159.
Hanley, M. (2009). Discovering instructional design 11. Retrieved November 10, 2019, from the http://michaelhanley.ie/elearningcurve/discovering-instructionaldesign- 11-the-kemp-model/2009/06/10
Hasmah, M. A. (2018). Application of flipped classroom method in salt topic and its effect on achievement of form four students. [Unpublished degree’s dissertation, Sultan Idris Educational University].
Hassan, R. (2011). The effect of card games and computer games on learning of chemistry concepts. Procedia- Social and Behavioral Sciences, 31(1), 597-601.
Huang, A., & Levinson, D. (2012). To game or not to game. Transportation Research Record: Journal of the Transportation Research Board, 2307(1), 141-149.
Huang, W. H. (2010). Sustaining interative game playing processes in DGBL. The relationship between motivational processing and outcome processing. Computers and Educations, 55(2), 789-797.
Hung, C. M., Huang, I., & Hwang, G. J. (2014). Effects of digital game-based learning on student’s self-efficacy, motivation, anxiety, and achievements in learning mathemathics. Journal of Computers in Education. 1(2-3), 151-166.
Jamaludin Ahmad. (2008). Modul dan pengendalian bimbingan kelompok. Penerbit Universiti Putera Malaysia.
Jenna, C. G. (2008). Part 1: Reverse –docking studies of a squaramide-catalyzed conjugate addition of a diketone to a nitro-olefin. Part II: The development of chemsort: an educational game for organic chemistry. (Postgraduate Thesis: University of New Brunswick). Retrieved from http://www.collectionscanada.gc.ca/obj/thesescanada/vol2/002/MR87695.pdf
Kadia Mohammad Alfaifi. (2013). The effects of game based learning on mathematical confidence and performance. International Journal of Science Education, 17(2), 65-78.
Kamisah Osman. (2013). Concept mapping in chemistry lessons: tools for inculcating thinking skills in chemistry learning. Journal of Baltic Science Education, 12(5), 666-681.
Kamus Dewan Edisi Keempat. (2010). Kuala Lumpur: Penerbitan Dewan Bahasa dan Pustaka.
Kavak, N. (2012). ChemOkey: A game to reinforce nomenclature. Journal of Chemical Education, 89(8), 1047-1049.
Kementerian Pelajaran. (2017). Laporan tahunan: pelan pembangunan pendidikan 2013-2025. Diperoleh pada Disember 20, 2018, daripada https://www.moe.gov.my/menumedia/media-cetak/penerbitan/pppm-2013- 2025-pendidikan-prasekolah-hingga-lepas-menengah/laporan-tahunan-2017
Kementerian Pendidikan. (2012). Dokumen standard kurikulum dan pentaksiran (DSKP) kimia tingkatan 4. Diperoleh pada Oktober 5, 2019 daripada https://www.slideshare.net/wnorhafisahwsidi/hsp-chemistry-f42
Kementerian Pendidikan. (2013). Pelan pembangunan pendidikan malaysia 2013- 2015. Diperoleh pada November 25, 2019, daripada https://www.moe.gov.my/index.php/dasarmenu/pelan-pembangunanpendidikan- 2013-2025
Kementerian Pendidikan. (2018). Laporan tahunan: pelan pembangunan pendidikan malaysia 2013-2015. Diperoleh pada Disember 20, 2018, daripada https://www.padu.edu.my/wpcontent/uploads/2019/07/AR2018_BM_reportfin al.pdf
Kementerian Pendidikan. (2020). Dokumen standard kurikulum dan pentaksiran (DSKP) kimia tingkatan 4. Diperoleh pada Oktober 5, 2019, daripada https://sumberpendidikan.com/2019/01/dskp-kimia-tingkatan-4-dan-5-kssm/
Kermin Joel. (2010). Development and assessment of a chemistry based computer video game as a learning tool. [Unpublished Undergraduate dissertation, Purdue University]. ProQuest Dissertations and Theses Global. https://www.learntechlib.org/p/120804/
Krejcie, R. V., & Morgan, D. W. (1970). Determining sample size for research activities. Educational and Psychological Measurement, 30, 607-610. Retrieved from https://home.kku.ac.th/sompong/guest_speaker/KrejcieandMorgan_article.pdf
Kurt, S. (2015). ASSURE: instructional design model. Retrieved March 19, 2020, from the https://educationaltechnology.net/instructional-design-models-andtheories/
Laamarti, F., Eid, M., & El Saddik, A. (2014). An Overview of Serious Games. International Journal of Computer Games Technology, 3, 1–15.
Lee, T. T. (2013). Pembinaan dan keberkesanan modul multimedia interaktif dengan agen pedagogi dalam pembelajaran elektrokimia. In Kamisah Osman & Lilia Halim (Eds.), Trend Penyelidikan Pendidikan Sains (pp. 95-183). Penerbit Universiti Kebangsaan Malaysia.
Lee, T.T. & Osman, K. (2012). Penggunaan modul multimedia interaktif dengan agen pedagogi dalam pembelajaran elektrokimia: kesan terhadap pemahaman konsep dalam elektrokimia. Sains Malaysiana 41(10), 1301-1307.
Leela Devi, P. K. (2015). Kesan penggunaan JIGSAW PUZLE dalam menulis formula kimia sebatian ion terhadap kefahaman pelajar sains tingkatan 4. [Unpublished Master’s dissertation, Sultan Idris Education University]. ResearchGate. https://www.researchgate.net/publication/297089081_Kesan_Penggunaan_Jig saw_Puzzle_dalam_Menulis_Formula_Kimia_Sebatian_Ion_terhadap_Kefaha man_Pelajar_Sains_Tingkatan_4
Li, M. C., & Tsai, C. C. (2013). Game based learning in science education: a review of relevant research. Journal of Science Education and Technology, 22(6), 877- 898.
Lin, Y. H., & Hou, H. T. (2015). Exploring young children’s performance on and acceptance of an educational scenario-based digital game for teaching route planning strategies: a case study. Interactive Learning Environments, 24(8), 1967-1980.
Maria Sheeshan. (2010). Identification of difficult topics in the teaching and learning of chemistry in irish schools and development of an intervention programme to target some of these difficulties. [Unpublished Postgraduate dissertation, University of Limerick]. University of Limerick Theses and Dissertations. https://ulir.ul.ie/bitstream/handle/10344/432/MSpthesis.pdf?sequence=3
Marina, S. (2016). Evaluating the efficacy of a chemistry video game. [Unpublished Postgraduate dissertation, George Mason University]. George Mason University Research Repository. http://mars.gmu.edu/bitstream/handle/1920/10574/Shapiro_gmu_0883E_1132 2.pdf?sequence=1&isAllowed=y
Megat Aman (2013). Pembangunan laman web inkuiri bagi tajuk garam. [Unpublished Degree dissertation, University of Technology Malaysia]. University of Technology Malaysia Theses and Dissertations. https://pdfslide.net/documents/pembangunan-laman-web-bagi-tajuk-garamkimia- wwwfputmmyepusatsumberpdffailptkghdfwppdf.html
Meluso, A., Zheng, M., Spires, H. A., & Lester, J. (2012). Enhancing 5th grader’s science content knowledge and self efficacy through game based learning. Computers and Education, 59(2), 497-504.
Ming, P. C. (2013). Effect of type of exploratory strategy and prior knowledge on midde school student’s learning of chemical formulas from a 3D-role playing game. Journal of Education Technology Research Dev, 62(1), 163-185.
Mohamad Mohaffyza, M. (2015). Measuring validity and reliability of research instruments. Procedia- Social and Behavioral Sciences, 204(5), 164-171.
Mohd Hasril, A. (2017). Kebolehgunaan IQ stick game terhadap pelajar masalah pembelajaran dalam mata pembelajaran kemahiran hidup. Online Journal for TVET Practitioners, 2(2). 1-15
Mohd Syazrie. (2011). Pembangunan laman web bagi tajuk garam tingkatan empat. [Unpublished Degree dissertation, University of Technology Malaysia]. University of Technology Malaysia Theses and Dissertations. http://vdocuments.site/amp/pembangunanlamanwebbagitajukgaramkimiawww fputmmyepusatsumberpdffailptkghdfwppdf.html
Morris, T. A. (2011). Go Chemistry : a card game to help students to learn chemical formulas. Journal of Chemical Education, 88(2), 1397-1399.
Muhammad Saiful. (2019). Kesediaan pelajar terhadap penggunaan aplikasi kahoot! dalam pembelajaran bahasa arab. Online Journal of Language, Communication, and Humanities, 2(2), 35-50.
Mustafa, K. (2013). Effects of teaching chemistry using concept maps on student’s achievement in school chemistry in India and Turkey. Journal of Science Education, 2(4), 14-39.
Nafiur Rofiq. (2010). Pembelajaran kooperatif (cooperative learning) dalam pengajaran pendidikan agama Islam. Jurnal Falasida. 1(1), 1-14.
Naik, N. (2015). The use of GBL to teach mathematics in higher education. Innovations in Education and Teaching International, 54(3), 1-9.
Nazirah Mat Sin. (2013). Merging of game principles and learning strategy using apps for science subjects to enhance student interest and understanding. Jurnal Teknologi (Sciences and Engineering), 63(2), 7-12.
Nazrina, B. (2019). Pembangunan permainan kebaboom: kajian kebolehgunaan dan kepuasan pengguna. Diperoleh pada April 9, 2019, daripada https://www/academia.edu/41862767/PEMBANGUNAN_PERMAINAN_KE BABOOM_KAJIAN_KEBOLEHGUNAAN_DAN_KEPUASAN_PENGGU NA
Noor Miza, A. R. (2015). Pembinaan modul berasaskan pendekatan projek untuk meningkatkan kemahiran berkomunikasi murid tadika. [Unpublished Postgraduate dissertation, University of Science Malaysia]. University of Science Malaysia Theses and Dissertations. http://eprints.usm.my/29919/1/NOOR_MIZA_BINTI_ABDUL_RAHMAN.pd f
Nooriza Kassima, E. Z. (2013). Integrasi kemahiran berfikir aras tinggi dalam pengajaran dan pembelajaran matematik: analisis keperluan guru. Jurnal Pendidikan Matematik, 3(1), 1-12.
Noorzuzihariati Zulkifli. (2018). Form 4 students perception on self instructional module (SIM) on salt topic based on mastery learning. [Unpublished Degree dissertation, Sultan Idris Education University]. Sultan Idris Education University Research Repository. https://ir.upsi.edu.my/doc.php?t=d&id=758442abb7daca967d93e8d7772b7ac5 61cbdacb1d71c
Noraini Idris. (2010). Penyelidikan dalam Pendidikan. Malaysia: Mc Graw Hill.
Norlia Harun, F. G. (2016). Kesahan dan kebolehpercayaan soal selidik amalan belajar pelajar berpencapaian rendah sekolah berasrama penuh. Jurnal Kemanusiaan, 25(3), 1675-1930.
Norzulaika Sidek. (2018). Pembinaan dan persepsi pelajar terhadap TARSIA JIGSAW PUZZLE (TJP) dalam topik persamaan kimia. [Unpublished Degree dissertation, Sultan Idris Education University]. Sultan Idris Education University Research Repository. https://ir.upsi.edu.my/doc.php?t=d&id=c2f1d9ca09595d330abc2540e6ea5555 61cbda4cc4895
Nur Ashiqin Othman. (2017). Pembangunan dan penilaian penggunaan block ionik dalam subtopik garam terlarut dan garam tak terlarut kimia tingkatan empat. [Unpublished Degree dissertation, Sultan Idris Education University]. Sultan Idris Education University Research Repository. https://ir.upsi.edu.my/doc.php?t=d&id=6dbede7a131836ab2be1f5918c242e61 cbd996bc12c
Nurul Atikah Mohd Badli. (2018). Kefahaman pelajar tingkatan empat terhadap konsep garam di sekitar Nilai, Negeri Sembilan. [Unpublished Degree dissertation, Sultan Idris Education University]. Sultan Idris Education University Research Repository. https://ir.upsi.edu.my/doc/php?t=d&id=b2943d5d2d51412a161d685bace754aa 61cbdbb015579
Nurul Dluha, E. S. (2014). Validitas permainan planopoly (plant monopoly) sebagai sumber belajar pada materi angiospermae. Berkata Ilmiah Pendidikan Biologi, 3(3), 511-514.
Nurulamirah binti Aman. (2014). Pembinaan dan penilaian instrumen tahap pengetahuan, kesedaran dan amalan kimia hijau dalam kalangan pelajar sekolah menengah. [Unpublished Degree dissertation, Sultan Idris Education University]. Sultan Idris Education University Research Repository. https://ir.upsi.edu.my/doc.php?t=d&id=8f1bf7b332b9f6ca89445550df03d83d 61cbdce8a338d
O’ Halloran, R. (2010). Designing a game based on monopoly as a learning tool for lodging development. Journal of Hospitality & Tourism Education, 22(3), 35- 48.
Osman, K. (2015). Students as digital game designer: addressing the 21st century chemistry education needs in Malaysia. Proceedings of The 1st International Seminar On Chemical Education (pp. 6-20). Retrieved February 13, 2020, from the http://chemistryeducation.uii.ac.id/wp-content/uploads/2015/10/6-20- Kamisah-Osman.pdf
Othman, A., Ibrahim, D. A., & Talib, O. (2019). Teaching and learning based on organic chemistry taxonomy bloom. Jurnal Pendidikan Bitara UPSI, 8(1), 12- 21.
Papastergiou, M. (2009). Digital game based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12.
Perrotta, C., Featherstone, G., Aston, H., & Houghton, E. (2013). Game based learning: latest evidence and future directions. Slough: NFER.
Piaget, J. (1954). The construction of reality in the child. New York: Basic Books.
Ponikwer, F. (2018). Implementation and evaluation of flipped learning for delivery of analytical chemistry topis. Analytical and Bioanalytical Chemistry, 410(9), 2263-2269.
Qian, M., & Clark, K. R. (2016). Game-based learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63(1), 50-58.
Rafiza, A. R. (2013). Pembinaan media pengajaran berasaskan multimedia di kalangan guru ICTL. Jurnal Kurikulum dan Pengajaran Asia Pasifik, 1(2), 20-31.
Riduwan. (2012). Skala pengukuran variable-variable: penelitian. Alfabeta: Bandung.
Ronimus, M., & Kujala, J. A. (2014). Children's engagement during digital game-based learning of reading: The effects of time, rewards, and challenges. Computers and Education, 71(4), 237-246.
Russell, J. D. (1974). Modular instruction: a guide to the design, selection, utilization and evaluation of modular materials. New York: Publishing Company.
Saripah, A. A., Asmahani A. S., Salihan, S., Talib, O., Norain, M. T., Aini & Jusof, K. (2013). Keberkesanan modul multimedia kimia organik: mekanisme tindak balas SN1 dan SN2. Asia Pacific Journal of Educators and Education, 28(1), 53- 68.
Secken, N. (2010). Identifying student’s misconceptions about salt. Procedia Social and Behavioral Sciences, 2(1), 234-245.
Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P. (2005). Video games and the future of learning. Phi Delta Kappan, 87(2), 104-111.
Shahrul Azmi, M. Y., Shanizan Herman, M. R., Sharifah Nadera, S. K., & Nurhafizah, D. (2016). A study on the effectiveness of Task Manager board game as training tool for project management. Journal of Telecomunication, Electronic and Computer Engineering, 8(8), 171-176.
Shamsiah, S. (2012). Penggunaan media pengajaran dalam kalangan guru-guru mata pelajaran geografi. [Unpublished Master’s dissertation, Tun Hussein Onn University of Malaysia]. Malaysian Academic Library Institutional Repository. http://eprints.uthm.edu.my/id/eprint/4252/1/shamsiah_sidek.pdf
Shanizan Herman, M. R., Mohd Zukuwwan, Z. A., Asif Zamri, Z., & Puteri Azwa, A. (2017). Penang Port: A port management game (Board Game). Proceeding of The 10th Kuala Lumpur International Communication, Education, Language and Social Sciences, Bangi, 10(10), 21-42. Retrieved November 19, 2019, from the https://www.researchgate.net/publication/326681973_The_Shipping_Manage ment_Game_A_Simulation_Tool_For_Shipping_Management
Shanizan Herman, M. R., Puteri Azwa, A., Mohd Zukuwwan, Z. A., & Asif Zamri, Z. (2013). Board Game sebagai alat pembelajaran alternatif untuk kursus pengurusan pelabuhan. Diperoleh pada April 24, 2019, daripada https://www.researchgate.net/profile/Shanizan-Herman-Mohd Radzi/publication/318850096_Board_game_sebagai_alat_pembelajaran_altern atif_untuk_kursus_pengurusan_pelabuhan/links/5b7b75ac92851c1e1223c737/ Board-game-sebagai-alat-pembelajaran-alternatif.pdf
Siong, F. S. (2012). Chemistry via carnival: an activity based approach in learning chemistry. Journal Pendidikan Malaysia, 38(1), 65-70.
Spring, D. (2015). Gaming history: computer and video games as historical scholarship. Rethinking History, 19(2), 207-221.
Sumintono, B. (2016). Science education in Malaysia: challenges in the 21st century. Cakrawala Jurnal Pendidikan, 36(3),459-471.
Syahida Nadia Zakaria. (2015). Kesan pendekatan konstruktivisme dan pendekatan tradisional dalam pengajaran dan pembelajaran komponen sastera bahasa melayu. Jurnal Pendidikan Bahasa Melayu, 5(2), 12-21.
Syaza Safirah Zulkifli. (2014). Aplikasi blog dalam topik ikatan ion dan hubungannya dengan kemahiran abad ke-21. [Unpublished Degree dissertation, Sultan Idris Education University]. Sultan Idris Education University Research Repository. https://ir.upsi.edu.my/doc/php?t=p&id=9a1af790cba48cb8cdaf764caf1f28556 1cbe2144efd5
Syazwani Azmi. (2018). Kebolehgunaan aplikasi m-pembelajaran TVET. SkillsMalaysia Journal, 4(1), 34-46
Tan, W. H. (2015). Gamifikasi dalam pendidikan: Pembelajaran berasaskan permainan. Tanjung Malim: Universiti Pendidikan Sultan Idris.
Thang, S., Hanneghan, M., & Rhalibi, A. E. (2009). Introduction to game based learning. Retrieved March 15, 2019, from the https://www.academia.edu/2222412/Introduction_to_games_based_learning
Treher, E. (2011). A board game to enhance teaching and learning in the radiographic technique and learning in the radiographic technique module: a pilot study. International Journal for Innovation Education and Research, 6(10), 124-140.
Uchegbu, R. I. (2016). Perception of difficult topics in chemistry curriculum by senior secondary school (II) students in Imo State. AASCIT Journal of Education, 2(3), 18-23.
Ummuhan M. (2017). Student’s understanding of salt dissolution: visualizing animation in the chemistry classroom. [Unpublished Master’s thesis, Texas Christian University]. Texas Christian University Research Repository. http://repository.tcu.edu/bitstream/handle/116099117/17472/Malkoc_tcu_022 9D_10776.pdf?sequence=1&isAllowed=y
Vygotsky, L. S. (1978). Mind in society: The development of higher physhological process. Cambridge, MA: Harvard University Press.
Wan Noor Afifah. (2015). Penggunaan modul p&p untuk tajuk ‘SALT’. Diperoleh pada Jun 18, 2019, daripada https://cupdf.com/document/6-wan-noor-afifah.html
Wardani. S. (2017). The development of inquiry by using android system based chemistry board game to improve learning outcome and critical thinking. Jurnal Pendidikan IPA Indonesia, 6(2), 196-205.
Wicaksono S. L. (2018). Penggunaan permainan monopoli dalam pembelajaran matematika pada siswa tunagrahita ringan. Jurnal Ortopedagogia, 2(2), 65-68.
Wong, W. W. S. (2018). Pembelajaran berasaskan permainan dalam pendidikan STEM dan penguasaan kemahiran abad ke-21. Politeknik & Kolej Komuniti Journal of Social Sciences and Humanities, 3(1), 121-135.
Zakiah Binti Mohamad Ashari. (2014). Aplikasi modul belajar melalui bermain dalam kefahaman awal matematik dan motivasi kanak-kanak prasekolah. [Unpublished Postgaraduate dissertation, University of Technology Malaysia]. University of Technology Malaysia Institutional Repository. http://eprints.utm.my/id/eprint/78646/1/ZakiahMohamadAshariPFP2014.pdf
|
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. |