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