Pembangunan permainan papan untuk pengajaran dan pembelajaran kewarganegaraan digital [The development of a board game for teaching and learning digital citizenship]
Keywords:
Digital Citizenship Education, Moral Education, Board Games, Teaching and Learning, Pendidikan Kewarganegaraan Digital, Pendidikan Moral, Permainan Papan, Pengajaran dan PembelajaranAbstract
This study aims to examine the need for using board games in teaching and learning (PdP) sessions related to the theme of digital citizenship. This study employed a qualitative approach using the Design and Development Research (DDR) methodology. Data was collected through interviews involving five Moral Education trainee teachers who had taught topics related to Digital Citizenship. The data was analyzed by adapting the three phases in the DDR Design and Development Model, where the first phase is needs analysis, the second phase is development, and the third phase is evaluation. The study results showed that the study participants had a high awareness of providing early exposure to the elements of citizenship. A teaching aid, namely a board game that incorporates three elements of digital citizenship, is needed. In the usability testing phase, the board game produced is attractive, capable of achieving three moral dimensions, namely moral reasoning, moral emotion, and moral behavior; the board game can also strengthen the relationship between students and teachers. The study's implications provide exposure to teachers to create a game-based teaching for the topic of moral and citizenship education, which can increase students' interest.
[Kajian ini bertujuan untuk mengkaji keperluan penggunaan permainan papan dalam sesi pengajaran dan pembelajaran (PdP) yang berkaitan dengan tema kewarganegaraan digital. Pendekatan yang digunakan dalam kajian ini ialah kualitatif dengan reka bentuk Design and Development Research (DDR). Data dikumpul melalui temubual yang melibatkan lima orang guru pelatih Pendidikan Moral yang pernah mengajar topik berkaitan dengan Kewarganegaraan Digital. Data dianalisis dengan mengadaptasikan tiga Fasa dalam Model Reka Bentuk dan Pembangunan DDR di mana fasa pertama ialah analisis keperluan, fasa kedua pula pembangunan dan fasa ketiga iaitu penilaian. Hasil kajian menunjukkanpeserta kajian mempunyai kesedaran tinggi dalam memberi pendedahan awal tentang elemen kewarganegaraan. Satu Bahan Bantu Mengajar iaitu permainan papan yang menerapkan tiga elemen kewarganegaraan digital adalah diperlukan. Pada fasa menguji kebolehgunaan, permainan papan yang dihasilkan adalah menarik, mampu mencapai tiga dimensi moral iaitu penaaakulan moral, emosi moral dan tingkah laku moral, permainan papan juga dapat mengeratkan hubungan antara murid dengan guru. Implikasi kajian memberikan pendedahan kepada guru untuk mencipta sebuah pengajaran berdasarkan permainan bagi topik Pendidikan moral dan kewarganegaraan dapat meningkatkan minat murid.]
References
Abdullah, R., Wan Mat Ali, W., & Jusoh, A. (2021). The Use of Teaching Aids (BBM) in the Subject Theme of "Colonization in Southeast Asia in the 19th Century. Perspektif: Jurnal Sains Sosial Dan Kemanusiaan, 13(1), 1–13. https://doi.org/10.37134/perspektif.vol13.1.1.2021
Agir, N., Effendi, M., & Matore, E. M. (2022). Literasi dan Kewarganegaraan Digital: Konsep dan Strategi Implementasi dalam Pendidikan di Malaysia. Malaysian Journal of Social Sciences and Humanities (MJSSH), 7(3), 1-9.
Ahmad, P. A., Radzi, S. H. M., & Radzi, S. I. M. (2017). Mengukur keberkesanan penggunaan board game dalam pembelajaran asas operasi matematik. In 3rd International Conference on Research and Innovation https://www.researchgate.net/publication/318850096_Mengukur_keberkesanan_penggunaan_board_game_dalam_pembelajaran_asas_operasi_matematik
Ashaari, M. F., Ismail, N. F., Rasit, R. M., & Aini, Z. (2022). Pembangunan Model Kewarganegaraan Digital Islami Berdasarkan Metode Fuzzy Delphi. Jurnal Komunikasi: Malaysian Journal of Communication, 38(4), 97–117. https://doi.org/10.17576/jkmjc-2022-3804-06
Baharudin, N. H., & Mahadir Naidu, N. B. (2021). The application of the REP concept of digital citizenship among students in Universiti Pendidikan Sultan Idris as digital citizens. EDUCATUM Journal of Social Sciences, 7(1), 30-44. https://doi.org/10.37134/ejoss.vol7.1.4.2021
Benaziria. (2018). Jurnal Pendidikan Ilmu-Ilmu Sosial Pengembangkan Literasi Digital pada Warga Negara Muda dalam Pembelajaran PPKn melalui Model VCT. Jurnal Pendidikan Ilmu-Ilmu Sosial, 10(1), 11–20. http://dx.doi.org/10.24114/jupiis.v10i1.8331
Dilobarkhon, K. (2019). The Importance of Modern Innovation in Education. European Journal of Research and Reflection in Educational Sciences, 7(12). https://www.idpublications.org/wp-content/uploads/2019/11/Abstract-THE-IMPORTANCE-OF-MODERN-INNOVATION-IN-EDUCATION.pdf
Fong Peng, C., & Fikri Ismail, M. (2020). The implementation of play approach in teaching and learning of Malay language for preschool students. Jurnal Pendidikan Awal Kanak-Kanak Kebangsaan, 9(1), 2020-2034.
Gandi, R., Mohamed, S., & Che Rus, R. (2021). Pendekatan Penyelidikan Reka Bentuk dan Pembangunan (DDR) Dalam Pembangunan Model Pemikiran Inventif Pelajar Mata Pelajaran Reka Cipta. Journal of Educational Research and Indigenous Studies, 3(1). Journal website: www.jerisjournal.com
Ghazali, A. (2020, August 18). Ketagihan telefon pintar. HM Online. https://www.hmetro.com.my/itmetro/2020/08/611391/ketagihan-telefon-pintar
Gopal Viloo, A. (2019). Kecenderungan Menjalankan Inovasi Pengajaran Dan Pembelajaran (Pdp) Dalam Kalangan Pensyarah Bagi Mendepani Revolusi Industri (Ir) 4.0. E-Proceeding LEC 2019 Full Paper, 154–163. https://ir.uitm.edu.my/id/eprint/34218/1/34218.pdf
Khairuddin, N. S., & Mailok, R. (2020). Pembelajaran Berasaskan Permainan Dalam Mata Pelajaran Sejarah Menggunakan Teknik Mnemonik: Game Based Learning in History Subjects Using Mnemonic Techniques. Journal of ICT in Education, 7(1), 9-15.
Lau. L M, T., & Maat, S. M. B. (2022). Penerimaan Murid terhadap Pembelajaran Berasaskan Permainan dalam Matematik: Tinjauan Literatur Bersistematik. Malaysian Journal of Social Sciences and Humanities (MJSSH), 7(12), e001962. https://doi.org/10.47405/mjssh.v7i12.1962
Mahadir, N. B., Piang, T. B., & Thambu, N. (2020). To Be Or Not To Be A Citizen: Young People Talks About Everyday Experiences Of Citizenship In Malaysia. PalArch's Journal of Archaeology of Egypt/Egyptology, 17(6), 11966-11976.
Narayanan, N. S. P., & Subramaniam, V. (2021). Pembangunan kit inovasi kata berimbuhan bagi murid sekolah rendah. Jurnal Melayu Isu Khas Disember 2021, 394-410. https://ejournal.ukm.my/jmelayu/issue/view/1446
Noda, S., Shirotsuki, K., & Nakao, M. (2019). The Effectiveness of Intervention with Board Games: A Systematic Review. BioPsychoSocial Medicine, 13(1).
Omar, A. (2019). Inovasi aplikasi google dalam pengajaran dan pemudahcaraan kesusasteraan Melayu abad ke-21 memupuk pemikiran kreatif dan inovatif dalam kalangan pelajar. In Seminar Antarabangsa Susastera. Bahasa & Budaya Nusantara (SUTERA 2019) di Pusat Penyelidikan (UKM) Langkawi, Kedah pada (Vol. 1)
Omar, F. A. (2022). Pengukuran Estetik dalam ProNaja X2: Permainan Papan untuk Pembelajaran C++. Multidisciplinary Applied Research and Innovation, 3(5), 19–28. https://publisher.uthm.edu.my/periodicals/index.php/mari/article/view/9655
Ong, A. H., Abd Halim, N. D., & Zulkifli, N. N. (2021). Kesan Pembelajaran Menggunakan Realiti Berperantara Menerusi Pendekatan Pembelajaran Berasaskan Permainan Terhadap Pencapaian Pelajar. Innovative Teaching and Learning Journal, 5(1), 1-11.
Prasetiyo, W. H., Naidu, N. B. M., Tan, B. P., & Sumardjoko, B. (2021). Digital Citizenship Trend in Educational Sphere: A Systematic Review. International Journal of Evaluation and Research in Education, 10(4), 1192-1201.
Rahmawati, V., Umamah, N., Sumardi, S., & Marjono, M. (2023). The Effect of the Game-Based Learning Model on Student Engagement in History Learning. Paramita: Historical Studies Journal, 33(1). doi:https://doi.org/10.15294/paramita.v33i1.37748
Shota, N., Kentaro, S., & Mutshuhiro, N. (2018). The Effectiveness of Intervention with Board Games: A systematic review. BioPsychoSocial Medicine, 13(Article 22). https://psycnet.apa.org/doi/10.1186/s13030-019-0164-1
Published
PDF Downloads: 0
Issue
Section
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.