Kerangka kajian penerimaaan teknologi permainan sebagai strategi pengajaran abad ke-21 dalam kalangan guru sekolah menengah subjek sains di Tanjong Malim
The framework of acceptance of game technology study as 21st century teaching strategy among secondary school teachers of science subjects in Tanjong Malim
DOI:
https://doi.org/10.37134/jictie.vol9.sp.1.10.2022Keywords:
Model Penerimaan Teknologi, teknologi permainan, subjek sains, teknologi terhadap guru, pendidikanAbstract
Kajian yang akan dijalankan ini adalah untuk mengukur tahap penerimaan teknologi permainan dan pencapaian akademik pelajar sekolah menengah yang terdapat di Tanjong Malim. Dalam kajian ini, Model Penerimaan Teknologi (TAM) akan digunakan untuk menguji tahap penerimaan teknologi permainan oleh guru-guru. Kajian ini melibatkan beberapa pemboleh ubah bersandar dan pemboleh ubah tidak bersandar. Kajian kuantitatif ini yang akan melibatkan 15 orang guru dan pelajar yang terlibat dengan subjek sains di tiga buah sekolah menengah di Tanjong Malim. Dalam kajian ini, kajian korelasi digunakan untuk menilai hubungan antara pemboleh ubah yang dikaji. Analisis kajian juga akan dibuat untuk mengkaji penerimaan teknologi terhadap guru-guru dan kesan terhadap pelajar.
Abstract
This study was conducted to measure the level of acceptance of game technology and academic achievement of secondary school students in Tanjong Malim. In this study, the Technology Acceptance Model (TAM) will be used to test the level of game technology acceptance by teachers. This study involved several dependent variables and independent variables. This quantitative study will involve 15 teachers and students involved with science subjects in three secondary schools in Tanjong Malim. In this study, a correlation study was used to assess the relationship between the variables studied. Research analysis will also be made to examine the acceptance of technology on teachers and its impact on students.
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