7 research outputs found

    Tinjauan permainan berkomputer sebagai alat pembelajaran

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    Permainan berkomputer kian popular kini seiring dengan perkembangan dalam teknologi komunikasi dan teknologi maklumat. Ini disokong dengan platform jaringan Internet yang semakin berkembang dan maju. Selain itu, permainan komputer merupakan salah satu daripada barangan elektronik yang laris pada masa kini. Ini kerana pengguna boleh berinteraksi untuk pelbagai tujuan seperti membuat pemutusan, pembelajaran, latihan dan sebagainya. Perkembangan ini adalah sesuatu yang normal bagi sesebuah negara maju atau menuju ke arah pembangunan. Walau bagaimanapun, beberapa perkembangan tidak sihat berkaitan emosi, psikologi dan fizikal turut dirasai di negara-negara maju seperti meniru lagak ganas dan isu pornografi. Memandangkan wawasan 2020 negara Malaysia dalam mempertingkatkan pengetahuan dan prasarana teknologi maklumat yang memungkinkan suatu hari nanti sebuah rumah akan mempunyai sebuah komputer, tidak mustahil gejala negatif ini turut dirasai oleh rakyat Malaysia. Dengan itu, satu pendekatan pembelajaran melalui permainan berkomputer yang mengikut gaya hidup positif dan menghiburkan amat diperlukan. Justeru itu, kertas kerja ini membincangkan ciri-ciri penting yang diterapkan dalam pembelajaran melalui permainan berkomputer. Selain itu, kajian ini turut memuatkan persepsi pelajar terhadap permainan berkomputer. Metodologi yang telah digunakan ialah kaedah tinjauan dan kajian kes terhadap pelajar sekolah daerah Kubang Pasu. Kesan positif dan negatif dalam pembelajaran melalui permainan berkomputer juga turut diketengahkan

    Development of Edu-Fertiblox digital game using roblox as a teaching aid for the fertigation system topic in the design and technology subject form 1

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    A lack of practical facilities frequently causes problems for teachers and students. The Edu-Fertiblox digital game has been developed for the purpose of being a teaching aid (TA) for the topic of Fertigation Systems in Design Technology Subject Form 1. This study aimed to identify the needs of TAs for the topic of fertigation systems, develop the Edu-Fertiblox digital game as a TA, and assess the usability of the digital game. The development of this game is using the ADDIE model as a research design. The digital game was developed using Roblox Studio. After that, Edu-Fertiblox was evaluated for its usability by three informants, consisting of teaching staff who are experts in Design and Technology. The findings showed all the informants agreed that the Edu-Fertiblox digital game can be used as a teaching aid for the Fertigation System topic of Design and Technology Form 1

    Permainan Mobile Legends dalam kalangan wanita di Hulu Langat, Selangor : analisis terhadap faktor dan kesan

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    Sejak kebelakangan ini, terdapat banyak permainan telefon pintar yang inovatif telah dibentuk dalam talian untuk menghiburkan masyarakat termasuk permainan Mobile Legends yang dibangunkan dan diterbitkan oleh Moonton. Kini, permainan Mobile Legends semakin popular dalam kalangan wanita kerana permainannya yang agak mudah dan tambahan pula internet dan telefon pintar. Oleh itu, kajian ini berobjektif untuk melihat faktor dan kesan permainan Mobile Legends dalam kalangan wanita di kawasan Hulu Langat. Kajian ini menggunakan kaedah kualitatif di mana seramai 18 orang informan wanita telah ditemubual melalui teknik kumpulan fokus. Kawasan Hulu Langat dipilih sebagai lokasi kajian kerana menurut banci penduduk dan perumahan Malaysia 2010, Jabatan Perangkaan Malaysia, kawasan Hulu Langat mempunyai penduduk wanita kedua paling ramai dari umur 10 hingga 29 di negeri Selangor. Hasil dapatan kajian juga telah menemukan faktor utama yang menyebabkan wanita bermain permainan Mobile Legends adalah untuk mengisi masa lapang, pengaruh rakan sebaya serta pembaharuan ciri-ciri permainan. Hasil dapatan juga menujukkan kesan permainan Mobile Legends kepada wanita terbahagi kepada dua iaitu kesan positif dan negatif. Kesan positif yang diperolehi oleh wanita adalah dapat meningkatkan fokus, perasaan gembira, mengurangkan tekanan dan cekap dalam membuat keputusan manakala kesan negatif yang diperolehi adalah emosi terganggu ketika bermain permainan Mobile Legends dan kurang kemahiran komunikasi

    Gesture Recognition System Application to early childhood education

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    One of the most socially and culturally advantageous uses of human-computer interaction is enhancing playing and learning for children. In this study, gesture interactive game-based learning (GIGL) is tested to see if these kinds of applications are suitable to stimulate working memory (WM) and basic mathematical skills (BMS) in early childhood (5-6 years old) using a hand gesture recognition system. Hand gesture is being performed by the user and to control a computer system by that incoming information. We can conclude that the children who used GIGL technology showed a significant increase in their learning performance in WM and BMS, surpassing those who did normal school activities

    An investigation into the potential of collaborative computer game-based learning in Higher Education

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    Advocates of game-based learning argue that computer games have the potential to transform university education, motivating and engaging a new generation of learners in a way that traditional education does not. The research described in this thesis, grounded in the fields of education, human-computer interaction and game design, questions this assumption and considers the case for computer game-based learning in Higher Education. Initial research found that positive motivation for games-based learning is by no means universal in adults, and that a propensity to play games recreationally does not imply an enthusiasm to use games for learning. However, even reluctant gamers were willing to try game-based learning if it was perceived to be an efficient way to learn. Criteria were developed for the design of effective educational games, based around theories of constructivist learning. These informed the development of two collaborative game-based activities with identical learning outcomes: an adventure game and an online version of a traditional teambuilding exercise. Questionnaires were developed to measure self-reported learning and engagement and 112 students participated in an experiment to compare educational effectiveness between two groups, one using the adventure game and the other the teambuilding activity. No significant difference was found between the two conditions, with the exception that those students who used the teambuilding game had a significantly greater perception of control than those who used the adventure game. This study challenges the assumption that games will revolutionise education because they lead to increased motivation and engagement. Instead, it argues that there is a potential for increased engagement through educational games, but this is because they embody the principles of interactive, collaborative and experiential learning. Overall, this research offers an insight of the nature of adult game playing, practical guidance for the development of educational games, a validated tool for measuring post-experiential engagement, a critical analysis of usability testing techniques for multi-user games, and a genuine rationale for the use of game-based learning.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    An investigation into the potential of collaborative computer game-based learning in Higher Education

    Get PDF
    Advocates of game-based learning argue that computer games have the potential to transform university education, motivating and engaging a new generation of learners in a way that traditional education does not. The research described in this thesis, grounded in the fields of education, human-computer interaction and game design, questions this assumption and considers the case for computer game-based learning in Higher Education.Initial research found that positive motivation for games-based learning is by no means universal in adults, and that a propensity to play games recreationally does not imply an enthusiasm to use games for learning. However, even reluctant gamers were willing to try game-based learning if it was perceived to be an efficient way to learn.Criteria were developed for the design of effective educational games, based around theories of constructivist learning. These informed the development of two collaborative game-based activities with identical learning outcomes: an adventure game and an online version of a traditional teambuilding exercise.Questionnaires were developed to measure self-reported learning and engagement and 112 students participated in an experiment to compare educational effectiveness between two groups, one using the adventure game and the other the teambuilding activity. No significant difference was found between the two conditions, with the exception that those students who used the teambuilding game had a significantly greater perception of control than those who used the adventure game.This study challenges the assumption that games will revolutionise education because they lead to increased motivation and engagement. Instead, it argues that there is a potential for increased engagement through educational games, but this is because they embody the principles of interactive, collaborative and experiential learning.Overall, this research offers an insight of the nature of adult game playing, practical guidance for the development of educational games, a validated tool for measuring post-experiential engagement, a critical analysis of usability testing techniques for multi-user games, and a genuine rationale for the use of game-based learning
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