Kesan Gamifikasi Terhadap Motivasi Pelajar Bagi Kursus DFN 50133 Network Design Di Politeknik

The Effect of Gamification on Student Motivation for Courses DFN 50133 Network Design at Polytechnic

Authors

  • Rosmawati Jaafar Politeknik Seberang Perai Author
  • Rooszana A. Rahman Politeknik Seberang Perai Author

DOI:

https://doi.org/10.53840/myjict8-2-50

Keywords:

Gamifikasi, Quizizz , DFN 50133 Network Design  dan Politeknik, Gamification, Quizizz ,DFN 50133 Network Design and Polytechnic

Abstract

Kajian ini bertujuan untuk mengkaji kesan penggunaan gamifikasi Quizizz terhadap motivasi pelajar bagi kursus DFN 50133 Network Design yang ditawarkan kepada pelajar Diploma Teknologi Digital di Politeknik Seberang Perai. Kajian ini dijalankan bagi menentukan motivasi pelajar melalui pendekatan gamifikasi berbanding motivasi pelajar melalui kaedah pembelajaran sedia ada. Kajian ini telah dibahagikan kepada dua kumpulan iaitu kumpulan kawalan dan kumpulan eksperimen. Kajian yang dijalankan ini berbentuk kuasi-eksperimen. Sampel kajian terdiri daripada 30 orang pelajar. Tempoh rawatan yang diberikan kepada pelajar adalah selama tiga minggu dan semasa proses pengendalian pensyarah mengajar topik yang sama. Hasil analisis ujian-t sampel bebas menunjukkan terdapat perbezaan signifikan terhadap motivasi pelajar sebelum dan selepas menerima rawatan. Pada keseluruhannya, hasil ini membuktikan penggunaan gamifikasi Quizizz memberi kesan yang baik terhadap motivasi pelajar bagi kursus DFN 50133 Network Design.

 

Abstract

This study aims to examine the effect of using Quizizz gamification on student motivation for the DFN 50133 Network Design course offered to Digital Technology Diploma students at Politeknik Seberang Perai. This study was conducted to determine student motivation through a gamification approach compared to student motivation through existing learning methods. This study was divided into two groups, the control group and the experimental group. This research is quasi-experimental. The study sample consisted of 30 students. The duration of the treatment given to the students is for three weeks and during the operation process the lecturer teaches the same topic. The results of independent sample t-test analysis show that there is a significant difference in student motivation before and after receiving treatment. Overall, these results prove that the use of Quizizz gamification has a positive effect on student motivation for the DFN 50133 Network Design course.

 

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References

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Published

09-07-2024

Issue

Section

Articles

How to Cite

Kesan Gamifikasi Terhadap Motivasi Pelajar Bagi Kursus DFN 50133 Network Design Di Politeknik: The Effect of Gamification on Student Motivation for Courses DFN 50133 Network Design at Polytechnic. (2024). Malaysian Journal of Information and Communication Technology (MyJICT), 8(2), 37-42. https://doi.org/10.53840/myjict8-2-50