Pembelajaran Berasaskan Permainan Dalam Mata Pelajaran Sejarah Menggunakan Teknik Mnemonik

Game Based Learning in History Subjects Using Mnemonic Techniques

Authors

  • Nurul Syadiyah Khairuddin Universiti Pendidikan Sultan Idris, Tanjong Malim, Perak, MALAYSIA
  • Ramlah Mailok Universiti Pendidikan Sultan Idris, Tanjong Malim, Perak, MALAYSIA

DOI:

https://doi.org/10.37134/jictie.vol7.1.2.2020

Keywords:

pembelajaran berasaskan permainan, teknik mnemonik, mata pelajaran Sejarah

Abstract

Bagi mewujudkan minat pelajar dalam pembelajaran, pelbagai inisiatif yang dilakukan oleh guru untuk menjadikan suasana proses pengajaran dan pembelajaran menjadi lebih seronok. Kertas konsep ini membincangkan tentang isu Pembelajaran Berasaskan Permainan (PBP), teknik mnemonik, mata pelajaran Sejarah dan teori-teori yang berkaitan. Antara isu yang diketengahkan adalah impak positif penggunaan PBP dalam pembelajaran dan kelebihan teknik mnemonik dalam mengingat pembelajaran. Kajian literatur menunjukkan PBP dapat mewujudkan suasana bilik darjah yang menyeronokkan dan membantu pelajar lebih bermotivasi dan aktif dalam pembelajaran seperti perbendaharaan kata, Matematik dan hukum Newton. Namun, kajian ke atas PBP bagi mata pelajaran Sejarah adalah kurang. Justeru itu, kertas konsep ini membincangkan tentang kerangka konsep bagi permainan digital yang melibatkan mata pelajaran Sejarah menggunakan teknik mnemonik.

In order to create students' interest in learning, various initiatives by teachers to make the teaching and learning process more fun. This concept paper discusses the issue of Game-Based Learning (GBL), mnemonic techniques, History subjects and related theories. Among the issues raised is the positive impact of the use of GBL in learning and the advantages of mnemonic techniques in remembering learning. Literature research shows GBL can create a fun classroom atmosphere and help students be more motivated and active in learning like Newton's vocabulary, mathematics and law. However, studies on GBL for History subjects are less. Hence, this concept paper discusses the conceptual framework for digital games involving History subjects using a mnemonic technique.

Downloads

Download data is not yet available.

References

Abdul Jabbar, A.I., & Felicia, P. (2015). Gameplay Engagement and Learning In Game-Based Learning: A Systematic Review. Review of Educational Research, 85(4), 740-779.

Ah-Nam, L., & Osman, K. (2017). Developing 21st Century Skills Through A Constructivist-Constructionist Learning Environment. K-12 STEM Education, 3(2), 205-216.

Ahour, T., & Berenji, S. (2015). A Comparative Study Of Rehearsal And Loci Methods In Learning Vocabulary In EFL Context. Theory and Practice in Language Studies, 5(7), 1451-1457.

Akinsola, M.K., & Odeyemi, E.O. (2014). Effects of Mnemonic and Prior Knowledge Instructional Strategies on Students Achievement in Mathematics. International Journal of Education and Research, 2(7), 675-688.

Al-Azawi, R., Al-Faliti, F., & Al-Blushi, M. (2016). Educational Gamification Vs. Game Based Learning: Comparative Study. International Journal of Innovation, Management and Technology, 7(4), 132-136.

Ali, A., & Mahamod, Z. (2016). Pembangunan Dan Kebolehgunaan Modul Berasaskan Bermain Bagi Pembelajaran Kemahiran Bahasa Melayu Kanak-Kanak Prasekolah. Jurnal Pendidikan Bahasa Melayu, 6(1), 16-29.

Ali, A., & Mahamod, Z. (2017). Analisis Keperluan Terhadap Pengguna Sasaran Modul Pendekatan Berasaskan Bermain bagi Pengajaran dan Pembelajaran Kemahiran Bahasa Kanak-kanak Prasekolah. JuKu: Jurnal Kurikulum & Pengajaran Asia Pasifik, 3(1), 1-8.

Alias, S.N., & Ibrahim, F. (2017). Keberkesanan Permainan Pendidikan Terhadap Pembelajaran Hukum Newton The Effectiveness Of Educational Games On Newton’s Laws Learning. Journal of Nusantara Studies (JONUS), 2(1), 71-85.

Alibeigynejad, M., & Fahimniya, F. (2015). The Effect of Using Keyword Method on EFL Learners' Learning and Retrieving English Verb Types. Research in Applied Linguistics, 5, 35-42.

Arif, M., Risnasari, M. (2017). Penerapan Teknologi Game Berhitung Untuk Meningkatkan Kemampuan Matematika Pada Siswa Tingkat Sekolah Dasar. Edutic-Scientific Journal of Informatics Education, 3(1).

Ariffin, M.M., Oxley, A., & Sulaiman, S. (2014). Evaluating Game-Based Learning Effectiveness in Higher Education. Procedia-Social and Behavioral Sciences, 123, 20-27.

Bakhsh, S.A. (2016). Using Games as a Tool in Teaching Vocabulary to Young Learners. English Language Teaching, 9(7), 120-128.

Davoudi, M., & Yousefi, D. (2016). The Effect of Keyword Method on Vocabulary Retention of Senior High School EFL Learners in Iran. Journal of Education and Practice, 7(11), 106-113.

Derakhshan, A., & Khatir, E.D. (2015). The Effects Of Using Games On English Vocabulary Learning. Journal of Applied Linguistics and Language Research, 2(3), 39-47.

Fasih, P., Izadpanah, S., & Shahnavaz, A. (2018). The Effects of Mnemonic Vocabulary Instruction on Content Vocabulary Learning of Students. International Journal of Applied Linguistics & English Literature, 7(3), 49-59.

Hendrowati, T.Y. (2015). Pembentukan Pengetahuan Lingkaran Melalui Pembelajaran Asimilasi dan Akomodasi Teori Konstruktivisme Piaget. JURNAL e-DuMath, 1(1).

Ibda, F. (2015). Perkembangan Kognitif: Teori Jean Piaget. Intelektualita, 3(1).

Köksal, O., & Çekiç, A. (2014). The Effects Of The Mnemonic Keyword Method On 8th Graders' L2 Vocabulary Learning. Journal of International Scientific Publications, 12, 1030-1047.

Muhamad, N., Zakaria, M.A.Z.M., Salleh, S.M., & Harun, J. (2018). Penggunaan Permainan Digital dalam Pembelajaran Bilik Darjah Bagi Meningkatkan Kreativiti Dalam Penyelesaian Masalah Matematik. Sains Humanika, 10(3-2).

Nadiyah, R.S., & Faaizah, S. (2015). The Development Of Online Project Based Collaborative Learning Using ADDIE Model. Procedia-Social and Behavioral Sciences, 195, 1803-1812.

Ni, L.B., & Hassan, N.A.B. (2019). The Use of Mnemonic and Mathematical Mnemonic Method in Improving Historical Understanding. World Academy of Science, Engineering and Technology International Journal of Educational and Pedagogical Sciences, 13(2), 93-97.

Nisa, K. (2019). Pembelajaran Geografi dan Alam Sekitar Menggunakan Permainan Digital GeoPlay. Tesis Phd. Tanjong Malim, UPSI.

Piribabadi, A., & Rahmany, R. (2014). The Effect of the Keyword Method and Word-list Method Instruction on ESP Vocabulary Learning. Journal of Language Teaching & Research, 5(5).

Putnam, A.L. (2015). Mnemonics In Education: Current Research and Applications. Translational Issues in Psychological Science, 1(2), 130.

Rawendy, D., Ying, Y., Arifin, Y., & Rosalin, K. (2017). Design and Development Game Chinese Language Learning With Gamification And Using Mnemonic Method. Procedia Computer Science, 116, 61-67.

Siong, W.W., & Osman, K. (2018). Pembelajaran Berasaskan Permainan Dalam Pendidikan STEM Dan Penguasaan Kemahiran Abad Ke-21. Politeknik & Kolej Komuniti Journal of Social Sciences and Humanities, 3(1), 121-135.

Taheri, A.A., & Davoudi, M. (2016). The Effect of The Keyword Method On Vocabulary Learning And Long-Term Retention. International Journal of Language and Linguistics, 3(1), 114-125.

Triana, M., Johar, R., & Ansari, B.I. (2016, November). Students’ Understanding in Learning Trigonometry Using Mnemonic Method. In Proceedings of English Education International Conference. Vol. 1, No. 2, 418-422.

Wiggins, B.E. (2016). An Overview and Study On The Use Of Games, Simulations, And Gamification In Higher Education. International Journal of Game-Based Learning (IJGBL), 6(1), 18-29.

Ying, Y., Rawendy, D., & Arifin, Y. (2016, November). Game Educationfor Learning Chinese Language With Mnemonic Method. In 2016 International Conference on Information Management and Technology (ICIMTech) (pp. 171-175). IEEE.

Downloads

Published

2020-05-01

How to Cite

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. https://doi.org/10.37134/jictie.vol7.1.2.2020