Aplikasi Gamifikasi Penilaian Pengetahuan Subjek Sains Tahun 2 Sekolah Rendah Mengenai Tumbuh-tumbuhan, Haiwan dan Manusia

Authors

  • Mohd Suhaimi Md Yasin
  • Os Asri Fikri Os Nortika
  • Nur Batrisyia Afrina Ahmad Shukri Centre For Diploma Studies, Universiti Tun Hussein Onn Malaysia, Pagoh Branch, KM 1 Panchor Road, 84600, Muar, Johor
  • Nurul Najihah Muhammad Aznor

Keywords:

murid tahun 2, subjek sains, Adobe Animate

Abstract

Game-based learning is where we will use the features and principles of games in learning activities. Such learning activities can encourage student engagement and motivation to learn. This game-based learning can be practiced using the app by answering the questions provided. "Science Activity Application for Year 2 Students" can help year 2 students to learn science subjects with more fun. In addition, students can do the activities provided to find out their level of understanding. The study also aims to produce an easy -to -use application. To implement this project, we chose to use Adobe Animate as our main software. The methodology used in our study is to start with the process of data collection, create an application design, and launch our project to find out the effectiveness of the application. In conclusion, it is hoped that this project can run smoothly and achieve the objectives that have been stated. With this application, it is hoped that the exposure to this game -based learning can be used as well as possible.

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Published

26-07-2022

Issue

Section

Information Technology

How to Cite

Md Yasin, M. S., Os Nortika, O. A. F., Ahmad Shukri, N. B. A., & Muhammad Aznor, N. N. (2022). Aplikasi Gamifikasi Penilaian Pengetahuan Subjek Sains Tahun 2 Sekolah Rendah Mengenai Tumbuh-tumbuhan, Haiwan dan Manusia. Multidisciplinary Applied Research and Innovation, 3(2), 52-58. https://publisher.uthm.edu.my/periodicals/index.php/mari/article/view/3436

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