Publication: Development of Module for Digital Game-Based Learning for Electrical Technology 1 Course
dc.contributor.author | Tee Tze Kiong | en_US |
dc.contributor.author | Khaireen Edlin Roslen | en_US |
dc.contributor.author | Andika Bagus Nur Rahma Putra | en_US |
dc.contributor.author | Risfendra | en_US |
dc.contributor.author | Yee Mei Heong | en_US |
dc.contributor.author | Mimi Mohaffyza Mohamad | en_US |
dc.contributor.author | Nurulwahida Azid | en_US |
dc.date.accessioned | 2024-05-30T09:06:32Z | |
dc.date.available | 2024-05-30T09:06:32Z | |
dc.date.issued | 2021 | |
dc.description | Prosiding Seminar Kebangsaan Majlis Dekan Pendidikan Universiti Awam Malaysia (MEDC 2020): “Ke Arah Menginsankan Pendidikan di Malaysia / Penyunting Hishomudin Ahmad, Noor Saazai Mat Saad, Rahimah Saimin, Kirembwe Rashid Abdul Hamed, Noorhayati Hashim, Sarifah Nurhanum Syed Sahuri, Zarina Ashikin Zakaria, Nur Shahadah Mohd Surbani 11-12 November 2020 (Seminar Dalam Talian) Anjuran : Fakulti Pengajian Bahasa Utama, USIM & Majlis Dekan Pendidikan Universiti Awam Malaysia | en_US |
dc.description.abstract | Introduction – Digital game-based learning is widely referred to the use of digital games to support the teaching and learning process. The basic idea behind the digital game-based learning in the classroom is that, instead of memorization, quizzes and questions, digital games help students in learning subjects based on context, which is part of an interactive system. Purpose – This study aims to develop a digital game-based learning instructional module for Electrical Technology 1 based on Meyer’s model. Methodology – Two sets of questionnaires were developed; the expert questionnaire with 29 items and the user survey which contain 20 items. These questionnaires were designed to probe the suitability of the format, content and usability of the developed module. Findings – The analysis on five experts reported their positive responses and they agree with the suitability of the format, content and usability of the developed module. Meanwhile, the analysis of the 10 users showed that the majority provided positive responses in terms of the format and content of the module. Hence, the format, content, and usability of the developed modules are appropriate. Significance – It is suggested that future studies should test the effectiveness of the digital game-based instructional module for Electrical Technology 1 on several aspects such as attitude, interest and student achievement. | en_US |
dc.identifier.epage | 215 | |
dc.identifier.isbn | eISBN: 9789674408855 | |
dc.identifier.spage | 202 | |
dc.identifier.uri | https://drive.google.com/file/d/1EP06vRgMNMfHQIA4CB2hAZrr4AIhvfnn/view | |
dc.identifier.uri | https://oarep.usim.edu.my/handle/123456789/18154 | |
dc.language.iso | en_US | en_US |
dc.publisher | Fakulti Pengajian Bahasa Utama, USIM | en_US |
dc.relation.conference | Prosiding Seminar Kebangsaan Majlis Dekan Pendidikan Universiti Awam Malaysia (MEDC 2020) | en_US |
dc.subject | Electrical Technology, Game-based learning, teaching module | en_US |
dc.title | Development of Module for Digital Game-Based Learning for Electrical Technology 1 Course | en_US |
dc.title.alternative | Pembangunan Modul Pengajaran Berasaskan Permainan Digital Bagi Kursus Teknologi Elektrik 1 | en_US |
dc.type | Article | en_US |
dspace.entity.type | Publication |
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