PELAKSANAAN GAMIFIKASI SEKITAR KAMPUS DALAM PENGAJARAN DAN PEMBELAJARAN
Abstract
ABSTRAK
Penerapan gamifikasi secara digital dalam pengajaran dan pembelajaran sememangnya bersesuaian dengan ciri pelajar pada masa kini yang terdedah dengan kemajuan teknologi maklumat. Di samping itu, gamifikasi membolehkan banyak inovasi yang dapat dibuat dalam Pengajaran dan Pembelajaran. Justeru itu, objektif kajian ini adalah untuk mencungkil pandangan pelajar terhadap gamifikasi dalam kampus yang dilaksanakan di peringkat universiti. Kemudian, kajian ini menggunakan sampel pelajar daripada Fakulti Ekonomi. Menerusi analisis faktor yang dijalankan, tiga keputusan yang diperoleh berdasarkan faktor muatan tertinggi ialah medium penyampaian, pandangan pelajar dan pengetahuan teknologi. Berdasarkan daripada dapatan tersebut, kaedah gamifikasi ini perlu di terapkan dalam pelbgaai kursus lagi kerana ia membolehkan pelajar berfikir secara lebih kreatif.
Kata kunci: gamifikasi; pembelajaran; analisis factor; digital; pelajar
ABSTRACT
The application of digital gamification in teaching and learning is indeed compatible with the characteristics of students today who are exposed to the advancement of information technology. In addition, gamification enables many innovations that can be made in Teaching and Learning. Therefore, the objective of this study is to uncover students' views on gamification on campus implemented at the university level. Then, this study uses a sample of students from the Faculty of Economics. Through the factor analysis carried out, the three results obtained based on the highest loading factors are delivery medium, students' views and technological knowledge. Based on the findings, this gamification method needs to be applied in more courses because it allows students to think more creatively.
Keywords: gamification; learning; factor analysis; digital; student
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