UPSI Digital Repository (UDRep)
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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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