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The effectiveness of game-based learning during teacher training in Sik

Jagathisvaran, Selvanathan (2022) The effectiveness of game-based learning during teacher training in Sik. Masters thesis, Universiti Utara Malaysia.

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Abstract

The typical approach has drawbacks and difficulties in providing and accomplishing training goals. Research on teacher professional development is scarce. This study compares the effectiveness of game-based learning during teacher training to the traditional approach and looks at how it impacts the teachers’ performance and engagement. It was anticipated that teachers would be more productive and engaged after using the game-based learning approach. Teachers from the Sik district make up the study's population. 23 headmasters and headmistresses make up the research sample. In order to conduct the experiment, a control group made up of 12 and 11 headmasters, respectively, was recruited using the homogenous purposive sampling technique. In contrast to the control group, which employed the traditional strategy, the experimental group was given treatment while using Kahoot! To evaluate the efficacy of the treatment, a mixed-method approach with a contemporaneous triangulation design was adopted. Using the quasi-experiment method for the quantitative analysis, the researchers first looked at the differences between the experimental group and the control group. With the help of a post-test instrument with 15 questions on the quality of Malaysian education, their performance was evaluated. Using SPSS, the results were T-tested for analysis. Second, to examine teachers' engagement throughout training, a semi-structured interview was conducted for the qualitative study with the first five responders in the name list from the experimental group interview instrument. The T-test results reveal that the experimental group's post-test score is significantly different from the control group's. As a result of employing the game-based learning methodology, the teachers in the experimental group perform much better on the post-test because they have a better understanding of the training's material. Excitation, enthusiasm, and interest were three motifs that emerged from the transcripts' MAXQDA analysis. This study offers pertinent information on the advantages of using game-based learning in training.

Item Type: Thesis (Masters)
Supervisor : Sankaran, Surendran
Item ID: 11572
Uncontrolled Keywords: Game-based learning, Training, Kahoot!, Achievement, Engagement.
Subjects: L Education > LB Theory and practice of education > LB1025-1050.75 Teaching (Principles and practice)
Divisions: Awang Had Salleh Graduate School of Arts & Sciences
Date Deposited: 17 Feb 2025 07:09
Last Modified: 17 Feb 2025 07:09
Department: Awang Had Salleh Graduate School of Art & Sciences
Name: Sankaran, Surendran
URI: https://etd.uum.edu.my/id/eprint/11572

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