Kesan penggunaan aplikasi Plickers dalam pembelajaran topik imbuhan berasaskan gamifikasi terhadap pelajar tahun
The purpose of this study is to examine the effect of the use of Plickers application in the learning of year three topic “imbuhan meN-” based on gamification on student motivation, achievement, and perception. The design of this study was an experimental one-group pretest - posttest design. 30 prim...
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Format: | Thesis |
Language: | English |
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2021
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Online Access: | http://eprints.utm.my/99992/1/ChengRuiMPP2021.pdf |