Penggunaan pembelajaran berasaskan permainan dan hubugannya dengan motivasi dan efikasi kendiri dalam kalangan murid sekolah rendah
Primary school students build their knowledge through interactive learning experience such as game-based learning. The Standard Based Curriculum for Primary Schools (KSSR,2010) emphasize learning method that includes games as an important approach in teaching and learning process at school. However,...
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Format: | Thesis |
Language: | English |
Published: |
2021
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Online Access: | http://eprints.utm.my/id/eprint/99738/1/RenugaMPP2021.pdf http://eprints.utm.my/id/eprint/99738/ http://dms.library.utm.my:8080/vital/access/manager/Repository/vital:150137 |
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Summary: | Primary school students build their knowledge through interactive learning experience such as game-based learning. The Standard Based Curriculum for Primary Schools (KSSR,2010) emphasize learning method that includes games as an important approach in teaching and learning process at school. However, the implementation of game-based learning is less due to time and space constraints. Whereas, it has a big impact on students‟ motivation and self-efficacy especially primary school students. Therefore the purpose of this study was conducted to look at the relationship between game-based learning with motivation and self-efficacy among primary school students within the Zone of Renggam. The objective of this study was to identify the level of usage of game-based learning among primary school students, identify the level of motivation and self-efficacy of primary school students upon using game-based learning and identify the relationship between the usage of game-based learning towards motivation and self-efficacy among primary school students. This research was conducted in nine schools in Zone Renggam involving 217 students from standard 1 to standard 6. Quantitative approach used in this research with applied questionnaire method to gather information from the samples. Data analyzed using Statistical Package and the Social Sciences (SPSS) software version 26.0 and explained through descriptive statistics and inferential statistics Spearman Rank correlation for studying the relationship between three variables. The findings indicate that the usage of game-based learning, motivation, and self-efficacy students are at high levels, with 95.4 % for the level of the usage of game-based learning, 95.9 % for the level of motivation and 94.0 % for the level of self-efficacy students. Data analysis also found there was a significant relationship between the usage of game-based learning with motivation and self-efficacy among primary school students. This study also gives implications to various parties especially the school, parents, and children themselves because game-based learning motivates the students to gain great achievements in their academic. Further research also suggested to have a better visualization on the usage of game-based learning with motivation and self-efficacy of primary school students by expand the research location to the entire districts and zones in Johor Bahru. |
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