Tahap Amalan Bermain Permainan Video Dalam Talian Mempengaruhi Tahap Kreativiti Pelajar Menengah
Abstract
Dengan perkembangan teknologi yang ada pada telefon pintar sekarang, permainan video merupakan salah satu aplikasi yang harus ada pada setiap telefon pintar dalam kalangan pelajar sekolah. Kajian ini bertujuan untuk mengkaji tahap amalan bermain permainan video dalam talian dan tahap kreativiti pelajar sekolah. Pengumpulan data dilakukan melalui kaedah tinjauan iaitu menggunakan soal selidik secara dalam talian kepada 87 orang pelajar yang melibatkan satu buah sekolah menengah. Analisis data adalah dengan menggunakan kaedah deskriptif iaitu mengenalpasti tahap amalan bermain permainan video dalam talian dan juga mengenalpasti tahap kreativiti pelajar terhadap permainan video dalam talian serta menggunakan kaedah korelasi untuk mengetahui amalan bermain video dalam talian mempengaruhi kreativiti pelajar. Dapatan kajian menunjukkan tahap intrepretasi adalah tinggi bagi tahap amalan bermain permainan video dalam talian iaitu skor min adalah 4.43 dan juga tahap kreativiti pelajar terhadap permainan video dalam talian juga tinggi iaitu skor min adalah 4.41. Dapatan daripada ujian korelasi yang dilakukan terdapat perbezaan yang signifikan di antara perkembangan kreativiti pelajar dengan amalan bermain permainan video dalam talian. Berdasarkan itu, pengkaji menyarankan kepada pihak pendidikan baik dari guru atau di kementerian untuk menstrukturkan semula cara PdPc yang berlaku didalam kelas supaya kelas yang berlaku semakin interaktif dan menarik minat pelajar untuk datang ke kelas.
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