Reka Bentuk Pembelajaran Huruf Jawi Berasaskan Gamifikasi Untuk Murid Prasekolah
Designing A Jawi Alphabet Gamification For Preschool Students
Keywords:
Jawi, Fuzzy Delphi, DDR, Learning Games, GamificationAbstract
Educational games are one of the approaches used in teaching and learning to increase the productivity and performance of preschool students. Game platforms in education are growing in the era of the fourth industrial revolution. However, the game-based teaching approach to learning Jawi is still underutilize. The teaching of Jawi, which is still bound by traditional methods, may not be sufficient to create an effective learning experience for students. To address this issue, game elements or gamification have been developed to promote Jawi literacy, specifically for pre-school students. This article focuses on the second phase of Design and Development Research (DDR), which used the fuzzy Delphi technique to obtain consensus from 15 experts on the appropriateness of gamification elements during the design stage. The results of this study provide an overview of added value elements and factors that influence design based on children's ability and interest in understanding Jawi.
Abstrak
Permainan dalam pendidikan merupakan salah satu pendekatan yang digunakan dalam sesi pengajaran dan pembelajaran bagi meningkatkan produktiviti dan prestasi murid prasekolah. Platform permainan dalam pendidikan semakin berkembang pada era revolusi perindustrian keempat. Namun begitu, dalam pembelajaran Jawi, pendekatan pengajaran berasaskan permainan masih kurang digunakan. Pengajaran Jawi yang masih terikat dengan kaedah tradisional didapati kurang menarik minat murid lantas menyebabkan penguasaan Jawi yang lemah dalam kalangan murid. Bagi menangani isu ini, elemen permainan ataupun gamifikasi telah dibangunkan untuk mempromosikan huruf Jawi khusus kepada murid pra sekolah. Artikel ini memfokuskan kepada fasa kedua penyelidikan Reka Bentuk dan Pembangunan (DDR), yang menggunakan teknik Fuzzy Delphi untuk mendapatkan konsensus daripada 15 pakar tentang kesesuaian elemen gamifikasi semasa peringkat reka bentuk. Fasa pembangunan menggunakan elemen yang diperoleh melalui konsensus pakar untuk mencipta permainan pembelajaran huruf Jawi. Hasil kajian ini memberi gambaran tentang elemen nilai tambah dan faktor yang mempengaruhi reka bentuk, berdasarkan keupayaan dan minat murid untuk memahami Jawi.
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