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Year 2021, Volume: 11 Issue: 3, 0 - 0, 31.08.2021
https://doi.org/10.33403/rigeo.886475

Abstract

References

  • Abdullah, H. & Ainon.M. (1999). Kemahiran interpersonal untuk guru bestari. Kuala Lumpur: Utusan Publication. (In Malay)
  • Abdul Rashid, M & Zurida, I. (2001). Pengalaman belajar-mengajar guru-guru pelatih Universiti Sains Malaysia. Jurnal Pendidik dan Pendidikan, 7, 41-56.
  • Adams, K. A. & Lawrence, E. K. (2015). Research methods, statistics and application. London: SAGE.
  • Ahmad Mahdzan Ayob. (2007). Kaedah penyelidikan sosioekonomi (3rd ed.). Kuala Lumpur: Dewan Bahasa dan Pustaka.
  • Azilah N. & Zarina. 1997. Persepsi guru dalam perkhidmatan mengenai penggunaan komputer. Prosiding dari Persatuan Teknologi Pendidikan Malaysia 10th Konvensyen. Serdang: Universiti Putra Malaysia. 21-23 Mei.
  • Azhar, A. H., Adanan, M. J., Ishak, M. S., & Mohd Koharuddin, M. B. (2004). Pembelajaran arahan kendiri dan hubungannya dengan kefahaman terhadap E-pembelajaran: Satu kajian di kalangan staf akademik Universiti Teknologi Malaysia. Johor: Universiti Teknologi Malaysia. Retrieved from http://onlinelibrary.wiley.com/doi/10.1002/cbdv.200490137/abstract.
  • Best, J.W. (1977). Research in education. New Jersey: Prentice Hall.
  • Cankaya, S., & Karamete, A. (2009). The effects of educational computer games on student’s attitudes toward mathematics course and educational computer games. Procedia-Social and Behavioural Sciences, 1(1), 145-149.
  • Cugelman, B. (2013). Gamification: What it is and why it matters to digital health behaviour change developers, Serious Games, 1(1), 1-6.
  • Farozi, M. (2016). Rancang bangun website gamifikasi sebagai strategi pembelajaran dan evaluasi hasil belajar mahasiswa. Seminar Nasional Teknologi Informasi dan Multimedia, STMIK Universitas AMIKOM, Yogyakarta, 6-7 Februari, Universitas AMIKOM, Jogjakarta.
  • Heintzman, R. (2020). Interactive Geovisualizations (iGEO): A New Approach to Teaching and Learning Physical Geography. Review of International Geographical Education (RIGEO), 10(4), 664-683.
  • Higgins, S., Mercier, E., Burd, L., & Joyce-Gibbons, A. (2012). Multi-touch tables and collaborative learning. British Journal of Educational Technology, 43(6), 1041-1054.
  • Jamilah, H. A., Hasrina, M., Hamidah, A., & Juliana, A. E. (2011). Pengetahuan, sikap dan amalan masyarakat Malaysia terhadap isu alam sekitar. Akademika, 81(3), 103-115.
  • Kementerian Pendidikan Malaysia. 2015. Pelan Pembangunan Pendidikan Malaysia 2015-2025 (Pendidikan prasekolah hingga lepas menengah). Putrajaya: Kementerian Pendidikan Malaysia.
  • Kementerian Pendidikan Malaysia. (2016). Kurikulum Standard Sekolah Menengah Geografi: Dokumen standard kurikulum dan pentaksiran. Putrajaya: Kementerian Pendidikan Malaysia.
  • Kiili, K., Ketamo, H., Kickmeier-rust, M. D. (2014). Eye tracking in games-based learning research and game design. International Journal of Serious Games, 1(2), 51-65.
  • Kurnia, E. & Z. Sudirman, D.M.T.I. (2013). Lab ware: implementational of gamification approach in computer Lab activities. International conference on information system for business competitiveness, Universitas Multimedia Nusantara, 1 December 2019.
  • Krejcie, R.V. & Morgan, D.W. (1970). Determining sample saiz for research activities. Educational and Psychological Measurement, 30(3), 607-610.
  • McGrath, N., & Bayerlein, L. (2013). Engaging online students through the gamification of learning materials: The present and the future. 30th ascilite Conference 2013 Proceedings 573-577. Retrieved from https://www.ascilite.org/conferences/sydney13/program/papers/McGrath.pdf
  • Noriah, I., Siti Rahayah, A., Rosseni, D. & Aidah, A. K. (2002), Expanding traditional classroon through computer technology: A collaborative learning process. Jurnal Teknologi, 3(2), 210-222.
  • Nurfazliah, M., Jamalludin, H., Shaharuddin, M. S., & Megat Aman Zahiri, M. Z. (2015). Penggunaan game-based learning bagi meningkatkan kemahiran penyelesaian masalah kreatif dalam Matematik. 2nd International Education Postgraduate Seminar (IEPS 2015).
  • Ong, D. L. T., Chan, Y. Y., Cho, W. H., & Koh, T. Y. (2013). Motivation of learning: An assessment of the practicality and effectiveness of gamification within a tertiary education system in Malaysia. World Academy of Researchers, Educators, and Scholars in Business, Social Sciences, Humanities and Education (In association with the Academy of World Finance, Banking, Management and IT) Conference Proceedings, 1(1), 131-146.
  • Pramana, D. (2015). Perancangan pengetahuan aplikasi dengan konsep gamifikasi. Jurnal Sistem dan Informatika, 10(2), 25-56.
  • Prambayun, A. (2015). Pola perancangan gamifikasi untuk membangun engagement siswa dalam belajar. Seminar Nasional Teknologi Informasi dan Multimedia, Yogjakarta, 2302-3805.
  • Prasetyo, I.A., Destya, S. & Rizky. (2016). Penerapan Konsep Gamifikasi pada Perancangan Aplikasi PembelajaranAl-Quran. STMIK AMIKOM Yogjakarta. Seminar Nasional Teknologi Informasi dan Multimedia: ISSN: 2302-3805.
  • Rohaila M. R. & Fariza, K. (2017). Gamifikasi: Konsep dan implikasi dalam pendidikan. Pembelajaran Abad ke-21: Trend Integrasi Teknologi (144-154). Bangi: Fakulti Pendidikan UKM.
  • Rohwati, M. (2012). Penggunaan pendidikan permainan untuk meningkatkan hasil belajar IPA biologi konsep klasifikasi mahluk hidup. Jurnal Pendidikan IPA Indonesia, 30, 10-55.
  • Sayed Yusof, S. H., Wee Hoe, T., & Muhammad Zaffwan, I. (2014). Digital game-based learning for remedial mathematics students: A new teaching and learning approach in Malaysia. International Journal of Multimedia and Uniquitous Engineering, 9(11), 325–338.
  • Sebastian, D., Dan, D., Rilla, K., & Lennart, N. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments.
  • Yin, R. K. (2009). Case study research: Design and methods (4th Ed.). Thousand Oaks, CA: Sage.

The Readiness of Geography Teacher Trainees in Gamification Approach

Year 2021, Volume: 11 Issue: 3, 0 - 0, 31.08.2021
https://doi.org/10.33403/rigeo.886475

Abstract

This study aims to examine the use of the gamification approach in teacher training and learning sessions. The three main variables that are the focus of the study are gamification knowledge, gamification skills, and the use of gamification among Geography trainee teachers at the Universiti Pendidikan Sultan Idris. Survey methods involving questionnaires were used in this study. The study's sample consisted of 86 trainee teachers from sixth and seventh semester students in the Geography Bachelor of Education programme. The study sample was taken using a simple random sampling technique. This study focusses on examining the level of gamification knowledge, gamification skills, and use of gamification among Geography trainee teachers. Furthermore, the study was designed to examine each variable's differences according to gender and finally to analyse each study variable's relationship. This study used descriptive statistical analysis (frequency, mean, standard deviation, and percentage) and inferential analysis Pearson correlation. Findings show that the level of knowledge of the gamification approach is high (M = 4.08, SD = 0.46). The skill level is also high (M = 4.13, SD = 0.47) as well as the level of use (M = 3.82, SD = 0.84). Pearson correlation analysis showed a moderate positive correlation between knowledge and gamification approach skills (r = 0.385, p = 0.000, p <0.01). Next, the correlation results showed a moderate positive correlation between use and gamification approach knowledge (r = 0.329, p = 0.002, p <0.01) while there was a strong positive correlation between use and gamification approach skills (r = 0.670, p = 0.000, p < 0.01). In conclusion, this study shows that trainee teachers often use the gamification approach during teaching and learning (T&L). The study's implications show that teachers' gamification approach needs to be implemented in line with 21st-century learning goals.

References

  • Abdullah, H. & Ainon.M. (1999). Kemahiran interpersonal untuk guru bestari. Kuala Lumpur: Utusan Publication. (In Malay)
  • Abdul Rashid, M & Zurida, I. (2001). Pengalaman belajar-mengajar guru-guru pelatih Universiti Sains Malaysia. Jurnal Pendidik dan Pendidikan, 7, 41-56.
  • Adams, K. A. & Lawrence, E. K. (2015). Research methods, statistics and application. London: SAGE.
  • Ahmad Mahdzan Ayob. (2007). Kaedah penyelidikan sosioekonomi (3rd ed.). Kuala Lumpur: Dewan Bahasa dan Pustaka.
  • Azilah N. & Zarina. 1997. Persepsi guru dalam perkhidmatan mengenai penggunaan komputer. Prosiding dari Persatuan Teknologi Pendidikan Malaysia 10th Konvensyen. Serdang: Universiti Putra Malaysia. 21-23 Mei.
  • Azhar, A. H., Adanan, M. J., Ishak, M. S., & Mohd Koharuddin, M. B. (2004). Pembelajaran arahan kendiri dan hubungannya dengan kefahaman terhadap E-pembelajaran: Satu kajian di kalangan staf akademik Universiti Teknologi Malaysia. Johor: Universiti Teknologi Malaysia. Retrieved from http://onlinelibrary.wiley.com/doi/10.1002/cbdv.200490137/abstract.
  • Best, J.W. (1977). Research in education. New Jersey: Prentice Hall.
  • Cankaya, S., & Karamete, A. (2009). The effects of educational computer games on student’s attitudes toward mathematics course and educational computer games. Procedia-Social and Behavioural Sciences, 1(1), 145-149.
  • Cugelman, B. (2013). Gamification: What it is and why it matters to digital health behaviour change developers, Serious Games, 1(1), 1-6.
  • Farozi, M. (2016). Rancang bangun website gamifikasi sebagai strategi pembelajaran dan evaluasi hasil belajar mahasiswa. Seminar Nasional Teknologi Informasi dan Multimedia, STMIK Universitas AMIKOM, Yogyakarta, 6-7 Februari, Universitas AMIKOM, Jogjakarta.
  • Heintzman, R. (2020). Interactive Geovisualizations (iGEO): A New Approach to Teaching and Learning Physical Geography. Review of International Geographical Education (RIGEO), 10(4), 664-683.
  • Higgins, S., Mercier, E., Burd, L., & Joyce-Gibbons, A. (2012). Multi-touch tables and collaborative learning. British Journal of Educational Technology, 43(6), 1041-1054.
  • Jamilah, H. A., Hasrina, M., Hamidah, A., & Juliana, A. E. (2011). Pengetahuan, sikap dan amalan masyarakat Malaysia terhadap isu alam sekitar. Akademika, 81(3), 103-115.
  • Kementerian Pendidikan Malaysia. 2015. Pelan Pembangunan Pendidikan Malaysia 2015-2025 (Pendidikan prasekolah hingga lepas menengah). Putrajaya: Kementerian Pendidikan Malaysia.
  • Kementerian Pendidikan Malaysia. (2016). Kurikulum Standard Sekolah Menengah Geografi: Dokumen standard kurikulum dan pentaksiran. Putrajaya: Kementerian Pendidikan Malaysia.
  • Kiili, K., Ketamo, H., Kickmeier-rust, M. D. (2014). Eye tracking in games-based learning research and game design. International Journal of Serious Games, 1(2), 51-65.
  • Kurnia, E. & Z. Sudirman, D.M.T.I. (2013). Lab ware: implementational of gamification approach in computer Lab activities. International conference on information system for business competitiveness, Universitas Multimedia Nusantara, 1 December 2019.
  • Krejcie, R.V. & Morgan, D.W. (1970). Determining sample saiz for research activities. Educational and Psychological Measurement, 30(3), 607-610.
  • McGrath, N., & Bayerlein, L. (2013). Engaging online students through the gamification of learning materials: The present and the future. 30th ascilite Conference 2013 Proceedings 573-577. Retrieved from https://www.ascilite.org/conferences/sydney13/program/papers/McGrath.pdf
  • Noriah, I., Siti Rahayah, A., Rosseni, D. & Aidah, A. K. (2002), Expanding traditional classroon through computer technology: A collaborative learning process. Jurnal Teknologi, 3(2), 210-222.
  • Nurfazliah, M., Jamalludin, H., Shaharuddin, M. S., & Megat Aman Zahiri, M. Z. (2015). Penggunaan game-based learning bagi meningkatkan kemahiran penyelesaian masalah kreatif dalam Matematik. 2nd International Education Postgraduate Seminar (IEPS 2015).
  • Ong, D. L. T., Chan, Y. Y., Cho, W. H., & Koh, T. Y. (2013). Motivation of learning: An assessment of the practicality and effectiveness of gamification within a tertiary education system in Malaysia. World Academy of Researchers, Educators, and Scholars in Business, Social Sciences, Humanities and Education (In association with the Academy of World Finance, Banking, Management and IT) Conference Proceedings, 1(1), 131-146.
  • Pramana, D. (2015). Perancangan pengetahuan aplikasi dengan konsep gamifikasi. Jurnal Sistem dan Informatika, 10(2), 25-56.
  • Prambayun, A. (2015). Pola perancangan gamifikasi untuk membangun engagement siswa dalam belajar. Seminar Nasional Teknologi Informasi dan Multimedia, Yogjakarta, 2302-3805.
  • Prasetyo, I.A., Destya, S. & Rizky. (2016). Penerapan Konsep Gamifikasi pada Perancangan Aplikasi PembelajaranAl-Quran. STMIK AMIKOM Yogjakarta. Seminar Nasional Teknologi Informasi dan Multimedia: ISSN: 2302-3805.
  • Rohaila M. R. & Fariza, K. (2017). Gamifikasi: Konsep dan implikasi dalam pendidikan. Pembelajaran Abad ke-21: Trend Integrasi Teknologi (144-154). Bangi: Fakulti Pendidikan UKM.
  • Rohwati, M. (2012). Penggunaan pendidikan permainan untuk meningkatkan hasil belajar IPA biologi konsep klasifikasi mahluk hidup. Jurnal Pendidikan IPA Indonesia, 30, 10-55.
  • Sayed Yusof, S. H., Wee Hoe, T., & Muhammad Zaffwan, I. (2014). Digital game-based learning for remedial mathematics students: A new teaching and learning approach in Malaysia. International Journal of Multimedia and Uniquitous Engineering, 9(11), 325–338.
  • Sebastian, D., Dan, D., Rilla, K., & Lennart, N. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments.
  • Yin, R. K. (2009). Case study research: Design and methods (4th Ed.). Thousand Oaks, CA: Sage.
There are 30 citations in total.

Details

Primary Language English
Journal Section Articles
Authors

Mahat Hanıfah 0000-0001-6364-7918

Hashim Mohmadisa 0000-0001-6364-7918

Norkhaidi Saiyidatina Balkhis 0000-0002-4571-4619

Nasir Nayan 0000-0001-8812-4320

Saleh Yazid 0000-0003-1603-9025

Nur Hamid 0000-0002-7447-5872

Baharudin Nur Hıdayah This is me 0000-0002-7072-2493

Mohd Faudzi Nurul Afıfah This is me

Publication Date August 31, 2021
Submission Date March 3, 2021
Acceptance Date April 30, 2021
Published in Issue Year 2021 Volume: 11 Issue: 3

Cite

APA Hanıfah, M., Mohmadisa, H., Saiyidatina Balkhis, N., Nayan, N., et al. (2021). The Readiness of Geography Teacher Trainees in Gamification Approach. Review of International Geographical Education Online, 11(3). https://doi.org/10.33403/rigeo.886475
AMA Hanıfah M, Mohmadisa H, Saiyidatina Balkhis N, Nayan N, Yazid S, Hamid N, Nur Hıdayah B, Nurul Afıfah MF. The Readiness of Geography Teacher Trainees in Gamification Approach. Review of International Geographical Education Online. August 2021;11(3). doi:10.33403/rigeo.886475
Chicago Hanıfah, Mahat, Hashim Mohmadisa, Norkhaidi Saiyidatina Balkhis, Nasir Nayan, Saleh Yazid, Nur Hamid, Baharudin Nur Hıdayah, and Mohd Faudzi Nurul Afıfah. “The Readiness of Geography Teacher Trainees in Gamification Approach”. Review of International Geographical Education Online 11, no. 3 (August 2021). https://doi.org/10.33403/rigeo.886475.
EndNote Hanıfah M, Mohmadisa H, Saiyidatina Balkhis N, Nayan N, Yazid S, Hamid N, Nur Hıdayah B, Nurul Afıfah MF (August 1, 2021) The Readiness of Geography Teacher Trainees in Gamification Approach. Review of International Geographical Education Online 11 3
IEEE M. Hanıfah, H. Mohmadisa, N. Saiyidatina Balkhis, N. Nayan, S. Yazid, N. Hamid, B. Nur Hıdayah, and M. F. Nurul Afıfah, “The Readiness of Geography Teacher Trainees in Gamification Approach”, Review of International Geographical Education Online, vol. 11, no. 3, 2021, doi: 10.33403/rigeo.886475.
ISNAD Hanıfah, Mahat et al. “The Readiness of Geography Teacher Trainees in Gamification Approach”. Review of International Geographical Education Online 11/3 (August 2021). https://doi.org/10.33403/rigeo.886475.
JAMA Hanıfah M, Mohmadisa H, Saiyidatina Balkhis N, Nayan N, Yazid S, Hamid N, Nur Hıdayah B, Nurul Afıfah MF. The Readiness of Geography Teacher Trainees in Gamification Approach. Review of International Geographical Education Online. 2021;11. doi:10.33403/rigeo.886475.
MLA Hanıfah, Mahat et al. “The Readiness of Geography Teacher Trainees in Gamification Approach”. Review of International Geographical Education Online, vol. 11, no. 3, 2021, doi:10.33403/rigeo.886475.
Vancouver Hanıfah M, Mohmadisa H, Saiyidatina Balkhis N, Nayan N, Yazid S, Hamid N, Nur Hıdayah B, Nurul Afıfah MF. The Readiness of Geography Teacher Trainees in Gamification Approach. Review of International Geographical Education Online. 2021;11(3).