Enhancing Pre-Schoolers’ Learning Motivation in Jawi Subject Through Game-Based Learning Application

Noor Asmina Mohd Rashid, Norah Md Noor
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Abstract

Game-based learning applications are becoming increasingly popular as an effective means of enhancing student motivation to learn. Jawi, a subject often viewed as uninteresting by students, has decreased motivation to learn due to a lack of technology resources. To address this issue, the "Dunia Jawi" mobile application was developed as a game-based platform to improve preschoolers' motivation to learn Jawi. In this study, student motivation was measured based on the ARCS model, which consists of four components: attention, relevance, confidence, and satisfaction. The study involved a pre-experimental group of 32 preschoolers evaluated using the pretest-posttest design. The results found an increment in preschoolers' motivation, where the mean for the posttest ( 43.50) was higher than the mean for the pretest ( 31.47). The increment was statistically significant, indicating that the use of the "Dunia Jawi" mobile application led to a significant increase in motivation to learn Jawi among preschoolers. Moreover, each ARCS component showed an increment in attention, confidence, and satisfaction. The attention component refers to capturing students' interest and encouraging them to focus on the learning material. The confidence component refers to the student's belief in their ability to learn the material. The satisfaction component refers to the student's enjoyment of the learning experience. The results indicate that game-based learning applications, such as "Dunia Jawi," can enhance each component, thereby increasing student learning motivation. The relevance component, which deals with how the students view the value of the learning content, did not, however, experience any appreciable shift. The "Dunia Jawi" mobile application may not have had as much of an influence on this component as it could have because the preschoolers may not have seen the content as being applicable to their everyday lives. In conclusion, this study proves that game-based learning applications, coupled with the ARCS model, can enhance preschoolers' motivation to learn Jawi. The results demonstrate that the "Dunia Jawi" mobile application effectively increased preschoolers' motivation to learn Jawi, particularly in the attention, confidence, and satisfaction components. Future studies could explore ways to increase the learning material's relevance to further enhance preschoolers' motivation to learn.
透过游戏学习应用提升学前儿童学习爪哇文的动机
以游戏为基础的学习应用程序作为提高学生学习动机的有效手段越来越受欢迎。由于缺乏技术资源,学生们经常认为爪哇语是一门无趣的学科,学习的动力也在下降。为了解决这个问题,我们开发了“Dunia java”移动应用程序,作为一个基于游戏的平台,以提高学龄前儿童学习java的动机。本研究采用ARCS模型测量学生动机,该模型由注意力、相关性、信心和满意度四个组成部分组成。这项研究涉及了一个由32名学龄前儿童组成的实验前小组,使用前测后测设计进行评估。结果发现,学龄前儿童的动机有所增加,其中后测的平均值(43.50)高于前测的平均值(31.47)。这一增长在统计上是显著的,表明使用“Dunia java”移动应用程序导致学龄前儿童学习java的动机显著增加。此外,每个ARCS组成部分都显示出注意力、信心和满意度的增加。注意力成分指的是抓住学生的兴趣,鼓励他们把注意力集中在学习材料上。信心成分是指学生对自己学习材料的能力的信念。满意度是指学生对学习体验的享受程度。结果表明,基于游戏的学习应用程序,如“杜尼亚爪哇语”,可以增强每个组成部分,从而提高学生的学习动机。然而,与学生如何看待学习内容的价值相关的部分,并没有经历任何明显的变化。“Dunia javi”移动应用程序可能没有对这一组件产生应有的影响,因为学龄前儿童可能没有看到内容适用于他们的日常生活。综上所述,本研究证明基于游戏的学习应用,结合ARCS模型,可以增强学龄前儿童学习java语言的动机。结果表明,“杜尼亚爪哇语”移动应用程序有效地提高了学龄前儿童学习爪哇语的动机,特别是在注意力、信心和满意度方面。未来的研究可以探索如何提高学习材料的相关性,以进一步提高学龄前儿童的学习动机。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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