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Type :thesis
Main Author :Mohd Radhi Md Shukri
Title :Pembangunan dan pengujian heuristik permainan video mobil Awang Sains menggunakan kaedah Fuzzy Delphi
Place of Production :Tanjong Malim
Year of Publication :2021
Corporate Name :Universiti Pendidikan Sultan Idris
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Abstract : Universiti Pendidikan Sultan Idris
Kelemahan murid tahun 4 dalam menguasai kemahiran proses Sains di sekolah rendah menjadi pendorong kepada kajian ini. Kajian ini bertujuan untuk membangun dan menguji permainan video mobil Awang Sains. Kajian ini mempunyai tiga objektif. Pertama, untuk membangunkan permainan video mobil 2 dimensi bagi pembelajaran subjek Sains tahun 4. Kedua adalah untuk membangunkan instrumen pengujian heuristik permainan video mobil. Ketiga, menguji heuristik permainan video mobil Awang Sains untuk dijadikan sebagai bahan bantu mengajar baharu bagi membantu guru dan murid dalam proses pengajaran dan pembelajaran kemahiran proses sains tahun 4. Kajian ini berasaskan kepada pendekatan kajian Reka Bentuk dan Pembangunan (Design and Development Research / DDR) dan menggunakan model ADDIE untuk fasa pembangunan. Berpandukan kepada pendekatan ini, ia terbahagi kepada tiga fasa. Fasa pertama melibatkan analisis keperluan pembangunan daripada sorotan literatur. Fasa kedua ialah kajian terhadap pembangunan instrumen pengujian heuristik yang telah mendapat kesepakatan pakar menggunakan kaedah Fuzzy Delphi (FDM). Manakala fasa ketiga iaitu fasa pengujian heuristik permainan video mobil juga menggunakan FDM. Dapatan analisis fasa pertama iaitu fasa pembangunan menunjukkan permainan video mobil mempunyai ciri-ciri pembelajaran dan kandungan tempatan. Kedua, dapatan daripada kesepakatan pakar telah menghasilkan satu set instrumen heuristik baharu yang boleh diguna pakai untuk menguji kebolehgunaan pembangunan permainan video mobil dalam pendidikan. Dapatan ketiga, pengujian permainan video mobil ini menunjukkan permainan video mobil yang dibina ini diterima oleh pakar dengan kesemua tujuh elemen heuristik diterima dengan memenuhi syarat kesepakatan pakar yang ditetapkan dalam FDM. Implikasinya, permainan video mobil 2 dimensi ini berupaya menjadi bahan bantu mengajar yang sesuai untuk guru dan murid dalam pembelajaran Sains tahun 4 dan juga sebagai panduan kepada pembangun bagi pembangunan permainan video pendidikan. Seterusnya, permainan video mobil 2 dimensi ini mestilah diuji penggunaan dan keberkesanannya terhadap murid tahun 4 dari segi pencapaian dan minat dalam subjek Sains.

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