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Type :thesis
Subject :QH Natural history
Main Author :Suresh Kumar Joseph
Title :Pupils internet usage, gaming experience, learning problems, educational values and change in behaviour using Kahoot in Biology
Place of Production :Tanjong Malim
Publisher :Fakulti Sains dan Matematik
Year of Publication :2022
Corporate Name :Universiti Pendidikan Sultan Idris
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Abstract : Universiti Pendidikan Sultan Idris
This study was aimed to identify pupils’ internet usage, gaming experience, learning problems, educational values and change in behaviour using Kahoot in biology. A mixed method approach with embedded design was used. The study used purposive sampling with ten form 4 biology students, four biology teachers and four parents as participants in the qualitative part of the study while random sampling was used for 250 students who were respondents for the survey. The instruments used to gather qualitative data were interview protocols, field notes and document analysis while questionnaire was used to gather quantitative data. All instruments were checked and validated by five experts with percentage agreements of more than 90%. Reliability was carried out through member checking, peer checking, expert consultation, and pilot study with Cronbach’s alpha value of 0.752. There were 18 interviews, ten document analysis, four observations and a survey. Data analysis for interview protocols and field notes were through thematic analysis, document analysis checklist through rubric while questionnaire used mean and standard variation. The findings revealed that 98% of the pupils surf internet using handphones. 79.2% of the pupils have online gaming experience with 30.4% of them gaming for fun. Problems in learning biology are due to the subject itself, students themselves, parents’ influence, teacher’s characteristics and infrastructures such as classrooms, biology laboratories, library and computer laboratory. Thinking skill is the educational value that emerged in interviews, observations and survey. Playing Kahoot caused positive and negative change in behaviour too. As a conclusion, the study provides positive indication on the usefulness of Kahoot as an effective, interesting and motivating technique in learning biology. The implication of this study is mainly on pupils, teachers, parents and school to further improve so that learning of biology will be more successful, meaningful and fun

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