Kesan pembelajaran berasaskan permainan digital terhadap pencapaian dan penerimaan murid bagi topik alatan jahitan

Digital game-based is a combination of digital games and the teaching and learning process. Digital game-based learning is one of the platform that makes students more creative, focused, interested and encourages collaboration with peers through problem solving in teaching and learning process. Ther...

Full description

Bibliographic Details
Main Author: Sanderasaidar, Asante
Format: Thesis
Language:English
Published: 2021
Subjects:
Online Access:http://eprints.utm.my/102485/1/AsanteSanderasaidarMSP2021.pdf.pdf
_version_ 1796867273049243648
author Sanderasaidar, Asante
author_facet Sanderasaidar, Asante
author_sort Sanderasaidar, Asante
collection ePrints
description Digital game-based is a combination of digital games and the teaching and learning process. Digital game-based learning is one of the platform that makes students more creative, focused, interested and encourages collaboration with peers through problem solving in teaching and learning process. Therefore, the study conducted aims to examine the effects of digital game-based learning on students’ achievement and acceptance of the topic of sewing tools by using “Treasure Kit”. Digital game-based learning through the “Treasure Kit” application has been developed according to the characteristics of the game outline by Garris, Ahlers and Diskell (2002) namely User Judgement, User Behavior and System Feedback. Researcher have used a pre-experimental type quantitative study design with two instruments to collect data for this study. A total of 20 respondents who are Year 5 students from a primary school in Kota Tinggi district were involved in this study. The sampling method used in this study is convienience sampling which the selection of samples is according to the requirements or simply. The instruments used were RBT achievement test and acceptance questionnaire. Findings of the study showed that students’ achievement increased after using the “Treasure Kit” application because there was a significant difference between the mean for pre-test scores and the mean of post-test scores for RBT achievement test. In addition, the level of students’ acceptance of technology for digital game-based learning approach to learn sewing tools in the subject RBT is also positive by stating that digital game-based learning approach using “Treasure Kit” is very effective and easy to understand. In conclusion, this study is expected to help educators to implement effective teaching and learning process with the integration of digital game-based learning approaches.
first_indexed 2024-03-05T21:24:45Z
format Thesis
id utm.eprints-102485
institution Universiti Teknologi Malaysia - ePrints
language English
last_indexed 2024-03-05T21:24:45Z
publishDate 2021
record_format dspace
spelling utm.eprints-1024852023-08-29T06:41:33Z http://eprints.utm.my/102485/ Kesan pembelajaran berasaskan permainan digital terhadap pencapaian dan penerimaan murid bagi topik alatan jahitan Sanderasaidar, Asante H Social Sciences (General) Digital game-based is a combination of digital games and the teaching and learning process. Digital game-based learning is one of the platform that makes students more creative, focused, interested and encourages collaboration with peers through problem solving in teaching and learning process. Therefore, the study conducted aims to examine the effects of digital game-based learning on students’ achievement and acceptance of the topic of sewing tools by using “Treasure Kit”. Digital game-based learning through the “Treasure Kit” application has been developed according to the characteristics of the game outline by Garris, Ahlers and Diskell (2002) namely User Judgement, User Behavior and System Feedback. Researcher have used a pre-experimental type quantitative study design with two instruments to collect data for this study. A total of 20 respondents who are Year 5 students from a primary school in Kota Tinggi district were involved in this study. The sampling method used in this study is convienience sampling which the selection of samples is according to the requirements or simply. The instruments used were RBT achievement test and acceptance questionnaire. Findings of the study showed that students’ achievement increased after using the “Treasure Kit” application because there was a significant difference between the mean for pre-test scores and the mean of post-test scores for RBT achievement test. In addition, the level of students’ acceptance of technology for digital game-based learning approach to learn sewing tools in the subject RBT is also positive by stating that digital game-based learning approach using “Treasure Kit” is very effective and easy to understand. In conclusion, this study is expected to help educators to implement effective teaching and learning process with the integration of digital game-based learning approaches. 2021 Thesis NonPeerReviewed application/pdf en http://eprints.utm.my/102485/1/AsanteSanderasaidarMSP2021.pdf.pdf Sanderasaidar, Asante (2021) Kesan pembelajaran berasaskan permainan digital terhadap pencapaian dan penerimaan murid bagi topik alatan jahitan. Masters thesis, Universiti Teknologi Malaysia. http://dms.library.utm.my:8080/vital/access/manager/Repository/vital:150457
spellingShingle H Social Sciences (General)
Sanderasaidar, Asante
Kesan pembelajaran berasaskan permainan digital terhadap pencapaian dan penerimaan murid bagi topik alatan jahitan
title Kesan pembelajaran berasaskan permainan digital terhadap pencapaian dan penerimaan murid bagi topik alatan jahitan
title_full Kesan pembelajaran berasaskan permainan digital terhadap pencapaian dan penerimaan murid bagi topik alatan jahitan
title_fullStr Kesan pembelajaran berasaskan permainan digital terhadap pencapaian dan penerimaan murid bagi topik alatan jahitan
title_full_unstemmed Kesan pembelajaran berasaskan permainan digital terhadap pencapaian dan penerimaan murid bagi topik alatan jahitan
title_short Kesan pembelajaran berasaskan permainan digital terhadap pencapaian dan penerimaan murid bagi topik alatan jahitan
title_sort kesan pembelajaran berasaskan permainan digital terhadap pencapaian dan penerimaan murid bagi topik alatan jahitan
topic H Social Sciences (General)
url http://eprints.utm.my/102485/1/AsanteSanderasaidarMSP2021.pdf.pdf
work_keys_str_mv AT sanderasaidarasante kesanpembelajaranberasaskanpermainandigitalterhadappencapaiandanpenerimaanmuridbagitopikalatanjahitan