Browsing by Author "Nurhidaya Mohamad Jan,"
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Publication Cadangan Kaedah Hafazan Tematik Dengan Kurikulum Pendidikan Pintar Berbakat Integrasi Naqli Dan 'Aqli Kepada Murid Pintar Berbakat Di Kolej Genius Insan USIM(Universiti Sains Islam Malaysia, 2021-09-09) ;Mohd Zamrus Mohd Ali, ;Muhammad Azan Tamar Jaya, ;A’wani Aziz Nurdalila, ;Nurhidaya Mohamad Jan, ;Awwab Abd Zaman@Bakri, ;Naemah Hanim Illani Mohd SaidIrwan Mohd SubriUntuk merealisaikan visi Kolej GENIUS Insan (KGI), USIM iaitu menjadi pusat pembudayaan pendidikan Ilmu Naqli Aqli supaya dapat melahirkan sarjana Muslim unggul berkaliber, KGI telah meletakkan sebaik-baik asas sokongan pembentukan disiplin iaitu dengan Pendidikan al-Quran. Artikel ini menjelaskan proses pelaksanaan kaedah hafazan tematik dengan Pendidikan Pintar Berbakat Integrasi Naqli Aqli yang baru diperkenalkan pada tahun 2021. Ia dinilai daripada sudut kelebihan kaedah Tematik berbanding kaedah konvensional dan dalam masa yang sama komponen Pendidikan Murid Pintar Berbakat tidak diabaikan. Artikel ini menggunakan kaedah kajian tindakan (action research) melalui beberapa pelan tindakan yang merangkumi perancangan, pelaksanaan dan merefleksi. Hasil kajian awal mendapati kaedah hafazan tematik yang sedang diterapkan boleh meningkatkan prestasi murid di KGI agar menguasai hafazan, penulisan, pemahaman serta penghayatan cara hidup seorang Muslim berbanding kaedah konvensional atau sedia ada. Sehubungan dengan itu, kesepaduan ilmu yang diadun antara elemen Naqli dan Aqli dalam kaedah hafazan tematik adalah selari dengan pembentukan personaliti yang sempurna dan saling berintegrasi daripada aspek jasmani, emosi, rohani dan intelektual selari dengan Falsafah Pendidikan Kebangsaan. Kata kunci: Hafazan Tematik, Integrasi Naqli Aqli, Murid Pintar Berbakat, Kolej GENIUS Insan - Some of the metrics are blocked by yourconsent settings
Publication Permainan Dalam Talian: Trend Terkini di Kalangan Murid Sekolah Menengah di Malaysia(GLOBAL ACADEMIC EXCELLENCE (M) SDN BHD, 2022) ;Wan Muhammad Iskandar Firdaus Wan Ahmad, ;Siti Munirah Mohd, ;Amelia Natasya Abdul Wahab, ;Nurhidaya Mohamad Jan, ;Shafinah Kamarudin,Hatika KacoOnline gaming is a very popular electronic game among the 21st-century generation now. This century's generation prefers to play to fill their free time. One of the factors contributing to this trend of electronic games is the stress factors experienced by students. Among the effects of these electronic games are causing addiction and health problems such as antisocial and depression. Thus, the main purpose of this study is to look at the trends of online gaming from the aspect of the types of games and the time allocated for each type of game played. This study can be achieved by implementing an online questionnaire distributed to secondary school students who play online games throughout Malaysia. Findings from the questionnaire that has been implemented: female students spend more time than male students. The game MultiPemain Online Battle (Multiplayer Online Battle Arena, MOBA) is an online game that is very popular among high school students. In conclusion, female students are no exception to playing online games previously pioneered by male students. MOBA is the type of game most preferred by secondary school students throughout Malaysia. - Some of the metrics are blocked by yourconsent settings
Publication A Preliminary Study in Identifying Cognitive Level in Understanding Programming Subject(Universiti Sains Islam Malaysia, 2021-02-18) ;Siti Munirah Mohd, ;Nurul Fatiha Abdul Rahman, ;Nurhidaya Mohamad Jan,Shafinah KamarudinSTEM is an acronym for science, technology, engineering and mathematics. STEM is an approach and a way of thinking for educators to help students integrate knowledge across subjects by encouraging them to think more logically and holistically to be equipped with 21st century skills. The study that has been done identified the requirements and specifications of the module-based science, technology, engineering and mathematics (STEM) for teaching and learning approaches. Generally, teaching introductory to computing courses to beginners involves an introduction to many interrelated areas of computer science and setting the corresponding learning objectives. These subjects may become very difficult and exasperating at the early of the level, and this will result in shallow knowledge and understanding by the students. Students are uninterested in learning programming due to lack of motivation, and lack of exposure is a big reason as to why students never developed an interest in the subject. Therefore, this study is done to measure the cognitive level among gifted student in learning and understanding Python programming. This study has been done by giving question paper based on taxonomy bloom that divided into three stages which are C1 (remembering), C2 (understanding) and C3 (applying). The result has shown that the programming subject is moderately hard to learn. In this case of study, it enables the teachers to set an examination paper that is well-balanced based on taxonomy bloom to test the different cognitive level of thinking.