Publication:
Development of Module for Digital Game-Based Learning for Electrical Technology 1 Course

dc.contributor.authorTee Tze Kiongen_US
dc.contributor.authorKhaireen Edlin Roslenen_US
dc.contributor.authorAndika Bagus Nur Rahma Putraen_US
dc.contributor.authorRisfendraen_US
dc.contributor.authorYee Mei Heongen_US
dc.contributor.authorMimi Mohaffyza Mohamaden_US
dc.contributor.authorNurulwahida Aziden_US
dc.date.accessioned2024-05-30T09:06:32Z
dc.date.available2024-05-30T09:06:32Z
dc.date.issued2021
dc.descriptionProsiding 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 Malaysiaen_US
dc.description.abstractIntroduction – 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.epage215
dc.identifier.isbneISBN: 9789674408855
dc.identifier.spage202
dc.identifier.urihttps://drive.google.com/file/d/1EP06vRgMNMfHQIA4CB2hAZrr4AIhvfnn/view
dc.identifier.urihttps://oarep.usim.edu.my/handle/123456789/18154
dc.language.isoen_USen_US
dc.publisherFakulti Pengajian Bahasa Utama, USIMen_US
dc.relation.conferenceProsiding Seminar Kebangsaan Majlis Dekan Pendidikan Universiti Awam Malaysia (MEDC 2020)en_US
dc.subjectElectrical Technology, Game-based learning, teaching moduleen_US
dc.titleDevelopment of Module for Digital Game-Based Learning for Electrical Technology 1 Courseen_US
dc.title.alternativePembangunan Modul Pengajaran Berasaskan Permainan Digital Bagi Kursus Teknologi Elektrik 1en_US
dc.typeArticleen_US
dspace.entity.typePublication

Files

Original bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
Development of Module for Digital Game-Based Learning for Electrical Technology 1 Course.pdf
Size:
261.12 KB
Format:
Adobe Portable Document Format
License bundle
Now showing 1 - 1 of 1
No Thumbnail Available
Name:
license.txt
Size:
1.71 KB
Format:
Plain Text
Description: