KEBERKESANAN CLASSCRAFT BERBASIS MOBILE GAME TERHADAP MOTIVASI DAN PENCAPAIAN AKADEMIK PEMBELAJARAN GENERASI ALPHA [THE EFFECTIVENESS OF CLASSCRAFT MOBILE GAME ON THE MOTIVATION AND ACADEMIC ACHIEVEMENT OF ALPHA GENERATION IN LEARNING]
Keywords:
motivasi, pencapaian akademik, generasi alpha, Classcraft berbasis Mobile Game, motivation, achievement, alpha’s generation, ClasscraftAbstract
Abstrak: Kaedah pengajaran secara tradisional ke atas pembelajaran murid yang dijalankan melalui sistem perkuliahan sering dianggap sebagai sesuatu yang membosankan dan sukar dipelajari. Secara tidak langsung, pembelajaran terganggu dan pencapaian akademik murid semakin merosot memandangkan murid hilang motivasi untuk mengikuti PdPc yang dijalankan. Teknologi gamifikasi dalam pendidikan seperti Classcraft didapati mampu meningkatkan motivasi dan pencapaian kerana ia dapat mewujudkan persekitaran pembelajaran yang kondusif dan selaras dengan karakter Generasi Alpha yang biasa dengan perisian teknologi dalam kehidupan seharian. Kajian ini dijalankan bertujuan untuk meninjau keberkesanan Classcraft berbasis Mobile Game terhadap motivasi dan tahap pencapaian akademik Generasi Alpha dalam pembelajaran. Kajian ini menggunakan reka bentuk kuasi eksperimen melalui pendekatan kuantitatif dalam mengukur dua konstruk iaitu motivasi dan pencapaian akademik peserta kajian dalam pembelajaran. Seramai 30 orang murid Tahun lima dari sekolah rendah di daerah Besut dipilih sebagai peserta kajian dengan menggunakan kaedah pensampelan bertujuan. Seramai 15 peserta kajian dipilih sebagai kumpulan kawalan yang mengikuti pembelajaran melalui kaedah konvensional, manakala 15 peserta kajian lagi dipilih sebagai kumpulan eksperimen yang akan menggunakan Classcraft dalam pembelajaran. Data dikumpulkan melalui soal selidik motivasi IMMS yang telah disusun berdasarkan Teori Motivasi ARSC (Attention, Relevance, Confidence, Satisfaction) dan ujian pencapaian. Analisis dapatan kajian dijalankan secara deskriptif dengan nilai kekerapan, peratusan, min dan sisihan piawai. Analisis ujian t sampel bebas pula dijalankan untuk mengukur dan menjelaskan perubahan peningkatan tahap motivasi intrinsik dan tahap pencapaian peserta kajian dalam pembelajaran sebelum dan selepas Classcraft dijalankan. Dapatan kajian menunjukkan bahawa tahap motivasi peserta kajian adalah pada tahap sederhana (min= 2.59) sebelum intervensi dan meningkat kepada tahap tinggi (min= 4.21) selepas classcraft dijalankan. Analisis ujian t sampel bebas mendapati terdapat perbezaan yang signifikan skor min tahap motivasi antara kumpulan kawalan dan kumpulan eksperimen selepas intervensi (t= 15.780, p<.05) dan perbezaan yang signifikan skor min tahap pencapaian antara kumpulan kawalan dan kumpulan eksperimen selepas intervensi dijalankan iaitu (t= 7.089, p<.05). Hasil kajian mendapati bahawa kaedah pembelajaran Classcraft berbasis mobile game dapat meningkatkan tahap motivasi dan pencapaian Generasi Alpha dalam pembelajaran.
Abstract: Traditional teaching methods no longer beneficial to student’s learning. Traditional lecture classes is often considered as boring and difficult to learn. Indirectly, the learning in class is disrupted and the academic achievement of students are deteriorating as students lose motivation to follow the class which is conducted. Gamification technology in education such as Classcraft is found to be able to increase student motivation and achievement because it creates a conducive learning environment and suit with the character of Alpha’s Generation, which has a very strong attachment to technology in daily life.Thus, this study was conducted aimed to review the effectiveness of Classcraft Mobile Game on the motivation and the level of academic achievement of Alpha Generation in learning. This study used a quasi-experimental design through quantitative approach in measuring the changed of motivation level and academic achievement of students in History learning. A total number of 30 year 5 students from primary school in Besut district were selected as participants in this study through purposive sampling method. 15 students were selected as the control group who followed the learning of History through conventional methods, while another 15 students were selected as the experimental group who will use Classcraft in the learning process. These data were collected through an IMMS motivation questionnaire that was compiled based on ARSC Motivation Theory (Attention, Relevance, Confidenec, Satisfaction) and an achievement test. Then, the result will be analyzed quantitatively to measure the changed of motivation level and achievement of the study participants in learning before and after Classcraft Mobile Game was conducted. The results were analyzed using SPSS software version 23 by using descriptive analysis with the values of frequency, percentage, mean, standard deviation and Independent sample t test. The finding of the study showed that motivation’s level of study participants was at a moderate level (mean= 2.59) before intervention and increased to a high level (mean=4.21) after Classcraft was conducted. Independent sample t tesr analysis found that there was a significant difference in the mean scroe of motivation level between control and experimental group after intervension (t= 15.780, p<.05) and a significant difference in the mean score of the level of achievement between the control group and the experimental group after intervention (t= 7.089, p<.05). The result showed that Classcraft learning method based on mobile games can increase the motivation and achievement of Alpha Genereation in learning.
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