Persepsi Pelajar terhadap Pelaksanaan Gamifikasi di Luar Kampus

Nurhamizah Rashid, Norain Mod Asri, Azrina Abdullah Al-Hadi, Norshamliza Chamhuri

Abstract


Penerapan Econ Hunt yang tercetus daripada campuran elemen gamifikasi dan digital ke dalam kursus Makroekonomi 1 yang merupakan kursus wajib fakulti telah dapat menambah kefahaman pelajar berkaitan makroekonomi dan meningkatkan penglibatan pelajar dalam kelas makroekonomi. Econ Hunt ini amat penting terutama sekali apabila Econ Hunt dilaksanakan di luar kampus yang mana ia turut memberikan pendedahan kepada pelajar terhadap dunia makroekonomi sebenar. Justeru, kajian ini dijalankan bertujuan untuk mengenalpasti persepsi pelajar terhadap penggunaan gamifikasi dalam Econ Hunt yang dilaksanakan di luar kampus. Seramai 258 pelajar prasiswazah Fakulti Ekonomi dan Pengurusan (FEP) dilibatkan dalam kajian ini dan data dikumpul menggunakan Google Form dalam bentuk soalan tertutup. Menerusi analisis faktor dengan menggunakan perisian Statistical Package for Social Sciences (SPSS), terdapat lima komponen faktor penting yang mempengaruhi persepsi pelajar terhadap Econ Hunt iaitu kefahaman maklumat, tarikan subjek, pengurusan, sikap pelajar dan kesesuaian tempoh masa. Rentetan itu, terbukti bahawa gamifikasi digital yang dilakukan di luar kampus seperti Econ Hunt ini mampu memberi kesan yang baik terhadap proses pembelajaran pelajar.

Kata kunci: Econ Hunt; gamifikasi; digital; pembelajaran; analisis faktor

Abstract: The application of Econ Hunt which arose from a mixture of gamification and digital elements into the Macroeconomics 1 course which is a compulsory course of the faculty has been able to increase students' understanding of macroeconomics and increase student involvement in macroeconomics classes. Econ Hunt is very important especially when Econ Hunt is conducted outside the campus where it also gives students exposure to the real world of macroeconomics. Therefore, this study was conducted to identify students' perceptions of the usage of gamification in Econ Hunt held off campus. This study involved 258 respondents who were undergraduate students of the Faculty of Economics and Management (FEP) and data is collected using Google Form in the form of closed questions.Through factor analysis conducted using the Statistical Package for Social Sciences (SPSS) software, there are five important factor components that influence students' perception of Econ Hunt, namely information comprehension, subject attraction, management, student attitude and appropriateness of time period. Therefore, it has been proven that digital gamification done outside the campus such as Econ Hunt can have a good effect on the learning process of students.

Keywords: Econ Hunt; gamification; digital; learning; factor analysis

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DOI: http://dx.doi.org/10.17576/ebangi.2024.2101.10

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