
GAMIFICATION AMONG OF UPSI TRAINING TEACHER DURING TEACHING PRACTICE IN SCHOOL
Author(s) -
Nurfatin Hayati Azmi,
Zarima Mohd Zakaria
Publication year - 2020
Publication title -
international journal of modern education
Language(s) - English
Resource type - Journals
ISSN - 2637-0905
DOI - 10.35631/ijmoe.24005
Subject(s) - nonprobability sampling , thematic analysis , psychology , mathematics education , process (computing) , plan (archaeology) , sample (material) , medical education , pedagogy , computer science , qualitative research , medicine , sociology , population , social science , archaeology , history , operating system , chemistry , environmental health , chromatography
Gamification is a teaching and learning process that uses elements of the game both inside and outside the classroom. This review discusses a study focusing on three main objectives: 1) identify the teachers' knowledge of gamification during teaching practice. 2) identify the preparation made by the training teacher and finally, identify the effects of this gamification activity during teaching practice. This review used 84 respondents as a sample of the final year students, Arabic Language, and Education Program (AT49) at the Sultan Idris University of Education. This review used questionnaires and interviews to obtain information from respondents. This review used purposive sampling as the selection of respondents. In addition, the researcher used SPSS version 23 to analyze the questionnaire while for the interviews, using the thematic analysis method to analyze the information and data obtained. This review found that trainee teachers' knowledge of gamification consists of high knowledge, creative knowledge, critical knowledge, technology knowledge, and cooperative knowledge. However, trainee teachers also find that the gamification method has a positive effect as it helps the teacher in implementing student assessment and facilitates the teacher's delivery of classroom instruction. The teacher trainee also believes that the suggestion to use the gamification method during teaching practice is appropriate because it attracts students to learning, in line with student aspirations in the Malaysian Education Development Plan (PPPM).