Nurul Afidah Mohd Ariffin, Asma Hanee Ariffin, S. Suhaimi, A. N. Rosli, M. H. Abd Wahab
{"title":"Pembangunan Permainan Berkomputer Pintar-II Bagi Mata Pelajaran Asas Sains Komputer Tingkatan 1","authors":"Nurul Afidah Mohd Ariffin, Asma Hanee Ariffin, S. Suhaimi, A. N. Rosli, M. H. Abd Wahab","doi":"10.36079/lamintang.jetas-0403.394","DOIUrl":null,"url":null,"abstract":"Revolusi terbesar dalam bidang pendidikan adalah dengan berkembangnya pembangunan teknologi multimedia. Pelbagai strategi pengajaran dihasilkan bagi meningkatkan minat dan kefahaman murid dalam menguasai kesemua mata pelajaran. Namun penggunaan teknologi ini masih kurang digunakan untuk menghasilkan bahan bantu mengajar bagi kesemua mata pelajaran terutama bagi mata pelajaran Asas Sains Komputer (ASK). Permainan Pintar IT merupakan permainan berkomputer yang dibangunkan menggunakan Game Maker bagi menarik perhatian dan minat pelajar mempelajari teori khusunya subtopik Asas Pemikiran Komputasional dalam mata pelajaran ASK Tingkatan 1. Reka bentuk permainan ini dibangunkan dengan menggunakan kesemua elemen multimedia yang jauh lebih menarik dan sesuai dengan persekitaran zaman sekarang. Permainan merupakan satu pendekatan yang lebih efektif digunakan dalam sektor pendidikan waktu ketika ini. Metodologi bagi pembangunan permainan ini menggunakan ADDIE model yang terdiri daripada lima fasa iaitu fasa reka bentuk, fasa pembangunan, fasa pelaksanaan dan fasa penilaian. Kajian tinjauan Pintar IT dilakukan menggunakan Sytem Usability Scale (SUS) dan keputusan menunjukkan permainan Pintar IT memperolehi sebanyak 71.3% dan ini dapat membantu menarik minat pelajar mempelajari subjek ASK Tingkatan 1. Development of Computerized Games Pintar-II for the Basic Subject of Computer Science Form 1 Abstract: The biggest revolution in the field of education is with the development of multimedia technology. Various teaching strategies are produced to increase students' interest and understanding in mastering all subjects. However, the use of this technology is still less used to produce teaching aids for all subjects, especially for subject of Asas Sains Komputer (ASK). Pintar IT game is a computer game developed using Game Maker to attract students 'attention and interest in learning theory, especially the subtopic of Asas Pemikiran Komputasional in the subject of ASK Form 1. The design of this game is developed using all the multimedia elements that are much more interesting and suitable for today's environment. Games are a more effective used in the education sector today. The methodology for the development of this game uses ADDIE model which consists of five phases of analysis, design, development, implementation and evaluation. Permainan IT survey study was conducted using the System Usability Scale (SUS) and the results showed that Permainan IT game obtained 71.3% and this can help student to attract and learn the subject of ASK Form 1. Keywords: Addie Model, Gaming, Learning Tool, Sytem Usability Scale.","PeriodicalId":310001,"journal":{"name":"Journal of Engineering, Technology, and Applied Science","volume":"10 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Engineering, Technology, and Applied Science","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.36079/lamintang.jetas-0403.394","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Revolusi terbesar dalam bidang pendidikan adalah dengan berkembangnya pembangunan teknologi multimedia. Pelbagai strategi pengajaran dihasilkan bagi meningkatkan minat dan kefahaman murid dalam menguasai kesemua mata pelajaran. Namun penggunaan teknologi ini masih kurang digunakan untuk menghasilkan bahan bantu mengajar bagi kesemua mata pelajaran terutama bagi mata pelajaran Asas Sains Komputer (ASK). Permainan Pintar IT merupakan permainan berkomputer yang dibangunkan menggunakan Game Maker bagi menarik perhatian dan minat pelajar mempelajari teori khusunya subtopik Asas Pemikiran Komputasional dalam mata pelajaran ASK Tingkatan 1. Reka bentuk permainan ini dibangunkan dengan menggunakan kesemua elemen multimedia yang jauh lebih menarik dan sesuai dengan persekitaran zaman sekarang. Permainan merupakan satu pendekatan yang lebih efektif digunakan dalam sektor pendidikan waktu ketika ini. Metodologi bagi pembangunan permainan ini menggunakan ADDIE model yang terdiri daripada lima fasa iaitu fasa reka bentuk, fasa pembangunan, fasa pelaksanaan dan fasa penilaian. Kajian tinjauan Pintar IT dilakukan menggunakan Sytem Usability Scale (SUS) dan keputusan menunjukkan permainan Pintar IT memperolehi sebanyak 71.3% dan ini dapat membantu menarik minat pelajar mempelajari subjek ASK Tingkatan 1. Development of Computerized Games Pintar-II for the Basic Subject of Computer Science Form 1 Abstract: The biggest revolution in the field of education is with the development of multimedia technology. Various teaching strategies are produced to increase students' interest and understanding in mastering all subjects. However, the use of this technology is still less used to produce teaching aids for all subjects, especially for subject of Asas Sains Komputer (ASK). Pintar IT game is a computer game developed using Game Maker to attract students 'attention and interest in learning theory, especially the subtopic of Asas Pemikiran Komputasional in the subject of ASK Form 1. The design of this game is developed using all the multimedia elements that are much more interesting and suitable for today's environment. Games are a more effective used in the education sector today. The methodology for the development of this game uses ADDIE model which consists of five phases of analysis, design, development, implementation and evaluation. Permainan IT survey study was conducted using the System Usability Scale (SUS) and the results showed that Permainan IT game obtained 71.3% and this can help student to attract and learn the subject of ASK Form 1. Keywords: Addie Model, Gaming, Learning Tool, Sytem Usability Scale.