MOTIVASI, PENERIMAAN DAN MINAT PELAJAR TERHADAP PENGGUNAAN PENDETA LOCA DALAM KEMAHIRAN MEMBACA DALAM PEMBELAJARAN TATABAHASA BAHASA MELAYU

Norzalina Noor, Rohaizah Ab. Karim, Athira Najwa Zakaria

Abstract


Penggunaan alat bantu mengajar dalam proses pengajaran dan pembelajaran (PdP) berupaya memberi keseronokan kepada pelajar untuk mempelajari tatabahasa Melayu yang sering dianggap sukar. Oleh itu, elemen permainan telah diintegrasikan untuk menghasilkan keseronokan yang dianggap sebagai suatu alat baharu dalam pembelajaran aktif untuk meningkatkan pengekalan pengetahuan. Inovasi Pendeta LOCA yang dibangunkan menggunakan pendekatan gamifikasi dalam pembelajaran. Secara umumnya, elemen gamifikasi yang diintegrasikan dalam inovasi Pendeta LOCA ini dapat diklasifikasikan dalam dua kategori, iaitu 1) elemen kendiri (Complete stage) dan 2) elemen sosial (Push Stage). Matlamat kajian ini adalah untuk menentukan keberkesanan dan tahap sikap, motivasi dan penerimaan pelajar terhadap inovasi gamifikasi yang digelar Pendeta LOCA (Dunia Pendeta) daripada akronim, iaitu Label (Label), Organisasi (Organize), Cari (Catch) dan Analisis (Analyse). Dalam kajian ini, reka bentuk kajian tinjauan dilakukan menggunakan borang soal selidik berkaitan dengan tahap motivasi, penerimaan dan minat pelajar terhadap gamifikasi Pendeta LOCA melibatkan 79 orang pelajar. Dapatan kajian menunjukkan penerimaan signifikan yang sangat tinggi kerana gamifikasi ini memberikan keseronokan dan pengalaman kepada mereka. Manakala penerimaan dari aspek minat dan motivasi adalah agak tingi dengan adanya penerapan elemen gamifikasi pendeta LOCA dalam proses PdP. Malahan hubungan antara pemboleh ubah menunjukkan jika penerimaan pelajar terhadap permainan diterima dengaan baik, maka pelajar akan menunjukkan minat dan bermotivasi positif terhadap PdP. Implikasi kajian ini diharap akan membuka ruang untuk mempelbagaikan kaedah inovasi dalam pembelajaran bahasa bagi memenuhi SDG (Sustainable Developments Goal) keempat, iaitu pendidikan berkualiti dengan bersandarkan amalan PdP terbaik dalam sistem pendidikan negara kepada dasar pendidikan negara.


Keywords


Gamifikasi; minat; motivasi; penerimaan; tatabahasa Melayu

Full Text:

PDF

References


Armier, D. D., Shepherd, C. E., & Skrabut, S. (2016). Using game elements to increase student engagement in course assignments. College Teaching, 64(2), 64–72. https://doi.org/10.1080/87567555.2015.1094439.

Belland, B. (2017). Instructional Scaffolding in STEM Education. New York, London: Springer Cham.

Buckley, P., Doyle, E. & Doyle, S. (2017). Game on students' perceptions of gamified learning. Educational Technology and Society, 20(3), 1-10.

Butgereit, L. (2015). An Exploration into Mobile Gamification in an Information Technology Classroom. Routledge. Retrieved from https://www.taylorfrancis.com/chapters/edit/10.4324/9781315745831-20/exploration-mobile-gamification-information-technology-classroom-laurie-butgereit

Cheong, C., Cheong, F., & Filippou, J. (2013). Quick quiz: A gamified approach for enhancing learning. Proceedings of the Pacific Asia Conference on Information System (PACIS 2013).(pp.1-14). https://www.researchgate.net/publication/247152720_Quick_Quiz_A_Gamified_Approach_for_Enhancing_Learning

Cugelman, B. (2013). Gamifications: What it is and why it matters to digital health behavior change developers. JMIR Serious Games, 1(1), 1-6.

Da Rocha Seixas, L., Gomes, A. S., & De Melo Filho, I. J. (2016). Effectiveness of gamification in the engagement of students. Computers in Human Behavior, 58, 48–63.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Proceedings of the 15th International Academic MindTrek Conference on Envisioning Future Media Environments - MindTrek ’11, (pp. 9-11). ACM Digital Library: https://dl.acm.org/doi/10.1145/2181037.2181040

Durin, F., Lee, R., Bade, A., On, C.K.& Hamzah, N (2019). Impact of implementing game elements in gamifying educational environment: A Study. Journal of Physics: Conference Series, 1358, 1-7. https://iopscience.iop.org/article/10.1088/1742-6596/1358/1/012064

Flores, J.F.F. (2015). Using gamification to enhance second language learning. Digital Education Review, 27, 32-54.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? — A literature review of empirical studies on gamification. [Pembentangan kertas kerja]. 47th Hawaii International Conference on System Sciences, Waikoloa, HI, USA.

Hong, G. Y., & Masood, M. (2014). Effects of gamification on lower secondary school students’ motivation and engagement. World Academy of Science, Engineering and Technology, International Journal of Social, Behavioral, Educational, Economic, Business and Industrial Engineering, 8(12), 3733-3740.

Huang, W.H.-Y. and Soman, D. (2013) Gamification of Education. [Research Report Series: Behavioural Economics in Action]. Rotman School of Management, University of Toronto.

Li, C., Dong, Z., Untch, R. H., & Chasteen, M. (2013). Engaging computer science students through gamification in an online social network based collaborative learning. International Journal of Information and Education Technology, 3(1), 72-77. https://www.ijiet.org/show-35-187-1.html

Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. San Francisco, CA: John Wiley & Sons.

Kim, S.; Song, K.; Lockee, B.; Burton, J. (2018). Gamification Cases in Education. In Gamification in Learning and Education (pp. 117–123). Berlin, Germany: Springer

Khaleel, F.L., Ashaari, N. & Tengku Wook, T. S. M. (2020). The impact of gamification on students' learning engagement. International Journal of Electrical and Computer Engineering, 10 (5), 4965-4972.

https://ijece.iaescore.com/index.php/IJECE/article/view/17073/14213

McMillan, J.H. & Schumacher, S. (2013) Research in Education: Evidence-Based Inquiry (7th Eds). London, United Kingdom: Pearson

Mohd Majid Konteng. (1998). Kaedah Penyelidikan Pendidikan. Kuala Lumpur: Dewan Bahasa dan Pustaka.

Nevin, C. R., Westfall, A. O., Rodriguez, J. M., Dempsey, D. M., Cherrington, A., Roy, B., Patel, M. & Willig, J. H. (2014). Gamification as a tool for enhancing graduate medical education. Postgraduate Medical Journal, 685-693. https://pubmed.ncbi.nlm.nih.gov/25352673/

Nyutu, E.N., Cobern W.W., & Pleasants, B.A-S. (2021) Correlational study of student perceptions of their undergraduate laboratory environment with respect to gender and major. International Journal Education Mathematics, Science and Technology (IJEMST). 9(1), 83–102. https://ijemst.net/index.php/ijemst/article/view/1182/0

Prambayun A, M. Suyanto M.M.S, & Sunyoto, A. (2016). Model gamifikasi untuk sistem manajemen pembelajaran. Semnasteknomedia Online, 4(1), 2-6. https://ojs.amikom.ac.id/index.php/semnasteknomedia/article/view/1276

Putz, L.M. & Treiblmaier, H. (2019). Increasing Knowledge Retention through Gamified Workshops: Findings from a Longitudinal Study and Identification of Moderating Variables (pp.1456-1465). Proceedings of the 52nd Hawaii International Conference on System Sciences. SSRN.https://ssrn.com/abstract=3319857

Rao, Y.S, Khatipah Abd Ghani & Wong, R.M.M. (2022). Analogue Gamification Concept in Motivating Pupils for English Language Learning Engagemen. St. Theresa Journal of Humanities and Social Sciences, 8, (1). 47-63

Rohaila Mohamed Rosly & Fariza Khalid. (2017). Gamifikasi: Konsep dan implikasi dalam pendidikan. Dalam M. R. Rohaila, R. Nabila Atika, & J. Nur Atikah (Ed.), Pembelajaran Abad ke-21: Trend Integrasi Teknologi, (pp. 144–154) Banggi: Fakulti Pendidikan UKM. Retrieved From https://www.academia.edu/31631557/Gamifikasi_Konsep_dan_Implikasi_dalam_Pendidikan

Sekaran, U. (2003) Research Methods for Business: A Skill-Building Approach (4th Ed.). New York, London: John Wiley & Sons.

Shanmugam, K., & Balakrishnan, B. (2017). Kerangka Panduan Efektif Pengajaran Dan Pemudahcaraan (PdPc) Sains Menggunakan Information Communication Technology (ICT) di Sekolah Jenis Kebangsaan Tamil (SJK) (TAML). Sains Humanika, 10(1), 25-35. https://doi.org/10.11113/sh.v10n1.1322

Shariful Hafizi, M. H., Kamarul Shukri, M. T., & Norzehan, A. K. (2018). Implementasi model gamifikasi pembelajaran ARCS + G dalam aplikasi FrogPlay. Dalam Seminar Pedagogi dan Pengurusan Pendidikan Kebangsaan: Amalan Terbaik dalam Pedagogi dan Pengurusan Pendidikan (pp.128-140). Institut Pendidikan Guru Kampus Sultan Mizan. Researchgate. https://www.researchgate.net/publication/325514875_Implementasi_model_gamifikasi_pembelajaran_ARCSG_dalam_aplikasi_FrogPlay

Su, C-H., & Cheng, C-H. (2014). A mobile gamification learning system for improving the learning motivation and achievements: A mobile gamification learning system. Journal of Computer Assisted Learning, 31, 10.1111/jcal.12088.

Yildirim, I. (2017). The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons. The Internet and Higher Education, 33, 86-92. https://doi.org/10.1016/j.iheduc.2017.02.002

Zainuddin, Z., Chu, S., Shujahat, M., & Perera, C. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30,1-23. https://doi.org/10.1016/j.edurev.2020.100326


Refbacks

  • There are currently no refbacks.


Index