Persepsi Mahasiswa Pendidikan Terhadap Penggunaan e-Gamifikasi dalam Pengajaran dan Pembelajaran Bahasa Melayu

  • Shaza Shahira Drani
  • Nurul Haniza Samsudin DR.
  • Mardian Shah Omar

Abstract

Sesetengah guru percaya bahawa gamifikasi hanya membina hubungan yang buruk dengan pelajar lain, menghilangkan motivasi dan tidak meningkatkan hasil pembelajaran. Rentetan daripada isu-isu tersebut, dapat dilihat bahawa sesetengah guru merasakan pengajaran dan pembelajaran (PdP) berasaskan penggunaan gamifikasi ini telah memberi kesan negatif kepada proses pembelajaran pelajar. Oleh itu, tinjauan kuantitatif telah dipilih dalam melihat persepsi mahasiswa pendidikan terhadap penggunaan e-Gamifikasi dalam PdP. Kajian ini memfokuskan mahasiswa pendidikan Bahasa Melayu menerusi tiga tahap pengajian dan menggunakan instrumen borang soal selidik skala Likert yang diedarkan kepada 30 pelajar. Bagi melihat persepsi dan penerimaan tersebut, maka Unified Theory  of  Acceptance  and  Use  of Technology (UTAUT) atau juga dikenali sebagai Teori Bersepadu Penerimaan dan Penggunaan Teknologi telah dipilih. Hasil kajian menunjukkan penggunaan e-Gamifikasi dalam PdP Bahasa Melayu memiliki persepsi positif yang boleh meningkatkan motivasi intrinsik, semangat bekerjasama, persaingan yang sihat dan meningkatkan ilmu pengetahuan pelajar. Kemudahan yang disediakan oleh universiti serta kemudahan dalam menggunakan aplikasi menjadi faktor utama penerimaan pelajar terhadap alat tersebut dalam pendidikan. Skor skala likert juga memperlihatkan majoriti mahasiswa setuju dan sangat setuju terhadap penggunaan aplikasi tersebut sehingga memperoleh interpretasi skor min skala likert tinggi. Sehubungan itu, kajian ini dapat memberi pendedahan dan kesedaran pada golongan pendidik bahawa e-Gamifikasi sesuai dijadikan bahan. Penyelidik mencadangkan agar kajian ini ditambah baik dengan responden yang lebih banyak dan fokus diberikan kepada kelebihan serta kelemahan sesuatu aplikasi tersebut dari sudut pandang dua pihak iaitu pensyarah dan pelajar agar aplikasi yang dipilih dapat membuat penambahbaikan pada program komputer tersebut. Secara keseluruhannya, kajian ini mendapati bahawa pelajar memberikan persepsi positif berasaskan minat mereka terhadap aktiviti permainan tersebut.


Kata kunci: e-Gamifikasi, pengajaran dan pembelajaran, Bahasa Melayu, model UTAUT, persepsi


Abstract: Some teachers believe that gamification only builds bad relationships with other students, removes motivation, and does not improve learning outcomes. A series of these issues, some teachers feel that teaching and learning (PdP) based on the use of gamification s had a negative impact on the learning process of students. Therefore, a quantitative survey was chosen to look at the perception of education students towards the use of e-Gamification in PdP. This study focused on Malay language education students through three levels of study and used a Likert scale questionnaire instrument that was distributed to 30 students. To see the perception and acceptance, the Unified Theory of Acceptance and Use of Technology (UTAUT) or also known as the Integrated Theory of Acceptance and Use of Technology was chosen. The results of the study show that the use of e-Gamification in PdP Bahasa Melayu has a positive perception that can increase intrinsic motivation, the spirit of cooperation, healthy competition and increase students' knowledge. The facilities provided by the university as well as the facilities in using the application are the main factors in students' acceptance of the tool in education. The likert scale score also shows that most students agree and strongly agree with the use of the application, thus obtaining a high mean likert scale score interpretation. Accordingly, this study can provide exposure and awareness to educators that e-Gamification is suitable as a material. The researcher suggested that this study should be improved with more respondents and focus should be given to the advantages and disadvantages of the application from the point of view of both lecturers and students so that the selected application can make improvements to the computer program. Overall, this study found that students gave a positive perception based on their interest in the game activity.


Keywords: e-Gamification, teaching and learning, Malay language, UTAUT model, perception

References

Angela Pao Sheng Mei & Shahlan Surat. (2021). Tinjauan Sistematik: Persepsi Guru Terhadap Penggunaan Gamifikasi. Malaysian Journal of Social Sciences and Humanities (MJSSH), 6(12), 125 – 136. https://www.academia.edu/72015400/Tinjauan_Sistematik_Persepsi_Guru_Terhadap_Penggunaan_Gamifikasi
Azita Ali, Lutfiah Natrah Abbas & Azrina Mohmad Sabiri (2021). Keberkesanan Pembelajaran Gamifikasi dalam Pencapaian Pelajar bagi Topik Nombor Kompleks. Online Journal for TVET Practitioners, 6(2), 108–122. https://publisher.uthm.edu.my/ojs/index.php/oj-tp/article/view/6068
Daniah Alabbasi. (2018). Exploring Teachers Perspectives towards Using Gamification Techniques in Online Learning. TOJET: The Turkish Online Journal of Educational Technology, 17 (2). https://files.eric.ed.gov/fulltext/EJ1176165.pdf
Davis, F.D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly 13(3): 319-340. https://www.jstor.org/stable/249008
Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. In Proceedings of CHI ’11 Extended Abstracts on Human Factors in Computing Systems (2425–2428). New York, USA: ACMPress. https://www.researchgate.net/publication/221518895_Gamification_Using_game_design_elements_in_non-gaming_contexts
Fathi Abdullah & Khadijah Abdul Razak. (2021). Tahap Minat dan Penerimaan Pelajar Terhadap Gamifikasi dalam Bidang Sirah. Journal of Quran Sunnah Education & Special Needs, 5(1), 27-38. https://jqss.usim.edu.my/index.php/jqss/article/view/95
Kyewski, E., & Krämer, N. C. (2018). To Gamify or Not to Gamify? An Experimental Field Study of The Influence of Badges on Motivation, Activity, and Performance in an Online Learning Course. Computers and Education, 118, 25-37. https://www.sciencedirect.com/science/article/pii/S0360131517302506
Logambigai Bakthaselvan, Muhammad Saiful Haq Hussin & Wong Seng Yue. (2022). Pengintegrasian Teknologi Maklumat dan Komunikasi (TMK) dalam Pendidikan Bahasa Melayu: Pandemik Covid-19. Jurnal Melayu Sedunia, 5(1), 55–68. https://ejournal.um.edu.my/index.php/jurnalmelayusedunia/article/view/40302/15097
Maizatul Hayati Mohamad Yatim & Suhazlan Suhaimi. (2023). Garis Panduan e-Gamifikasi dalam Pengajaran dan Pembelajaran. Universiti Putra Malaysia. https://cade.upm.edu.my/upload/dokumen/20230104175338eBookBKA_l_Garis_Panduan_e-Gamifikasi_Dalam_PdP.pdf
Mohd Najib Abdul Ghafar. (1999). Penyelidikan Pendidikan. Penerbit Universiti Teknologi Malaysia.
Nur Aisyah Kamaluddin & Hazrati Husnin. (2022). Penggunaan Teknologi Maklumat Dan Komunikasi (TMK) Dalam Pendidikan. Jurnal Dunia Pendidikan, 4(6), 333-343, https://myjms.mohe.gov.my/index.php/jdpd/article/view/18594
Pallant, J. (2007). SPSS Survival Manual. A Step by Step Guide to Data Analysis Using SPSS. Third Edition. Allen & Unwin.
Rohmatulloh, I. H., & Nugraha, J. (2022). Penggunaan Learning Management System di Pendidikan Tinggi Pada Masa Pandemi Covid-19: Model UTAUT. Jurnal Pendidikan Administrasi Perkantoran (JPAP), 10(1), 48–66. https://journal.unesa.ac.id/index.php/jpap/article/view/16793
Tamilarasu Rajendran & Parilah Mohd Shah. (2020). Students perception on Gamification: The use of Kahoot. International Journal of Scientific and Research Publications (IJSRP), 10(05), 773-783. https://www.researchgate.net/publication/341908971_Students_perception_on_Gamification_The_use_of_Kahoot
Venkatesh, V., Morris, M., Davis, G., & Davis, F. (2003). User acceptance of information technology: Toward a unified view. MIS Quarterly, 27(3), 425-47. http://www.jstor.org/stable/30036540
Published
2023-09-01
How to Cite
DRANI, Shaza Shahira; SAMSUDIN, Nurul Haniza; OMAR, Mardian Shah. Persepsi Mahasiswa Pendidikan Terhadap Penggunaan e-Gamifikasi dalam Pengajaran dan Pembelajaran Bahasa Melayu. Jurnal Dunia Pendidikan, [S.l.], v. 5, n. 3, p. 16-32, sep. 2023. ISSN 2682-826X. Available at: <https://myjms.mohe.gov.my/index.php/jdpd/article/view/23346>. Date accessed: 11 dec. 2023.
Section
Articles