A Needs Analysis for The Game-Based Learning Tools Development for Form Four Chemistry Subject
Analisis Keperluan untuk Pembangunan Alat Pembelajaran Berasaskan Permainan bagi Subjek Kimia Tingkatan Empat
DOI:
https://doi.org/10.37134/jsml.vol10.sp.1.2022Keywords:
Preparation of Salts, Game-Based Learning (GBL), Board and Cards Games, Gamification, Teaching Innovation, Game DevelopmentAbstract
This study was conducted specifically to identify the problems faced by students and teachers in mastering the salt preparation content standard (CS) and to identify the needs to develop a Game-Based Learning (GBL) tool for the CS. The research approach is quantitative method using survey design. The researchers prepared a survey using the Google Forms and disseminated it randomly using Telegram and WhatsApp applications. Two hundred twenty-four (224) students and two hundred and seven (207) teachers in Malaysia mainly in Selangor, Kuala Lumpur and Perak responded to the survey. Data has been analysed descriptively. The survey results revealed that 80.4% students and 86.5% teachers agreed on the difficulty in learning the preparation of salts CS. Difficulties stated by students were too many facts to remember (86.1%), having difficulty answering experimental questions related to salt CS (77.2%) and practical implementation in school less helpful in mastering salt preparation method completely (75%). Teachers also agreed that the experimental activities conducted did not guarantee students’ understanding of the salt CS (75.8%) and students failed to answer questions related to experiments on the salt CS (78.3%). Besides, 87.9% of students and 84.5% of teachers agreed to incorporate the game-based learning method. The survey showed students chose the type of game through smartphones (62.1%), board games (51.8%) and card games (49.6%). In contrast to teachers, namely card games (66.7%), board games (58.5%) and smartphones (54.1%). The need analysis study conducted has helped the researchers to identify the types of game-based learning tool, which is pre-laboratory activity with combination of board and card games. The research produced can guide educators produce teaching tools that are appropriate to the problems and needs of students today.
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