Kesan penggunaan aplikasi Plickers dalam pembelajaran topik imbuhan berasaskan gamifikasi terhadap pelajar tahun

The purpose of this study is to examine the effect of the use of Plickers application in the learning of year three topic “imbuhan meN-” based on gamification on student motivation, achievement, and perception. The design of this study was an experimental one-group pretest - posttest design. 30 prim...

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Bibliographic Details
Main Author: Tan, Cheng Rui
Format: Thesis
Language:English
Published: 2021
Subjects:
Online Access:http://eprints.utm.my/id/eprint/99992/1/ChengRuiMPP2021.pdf
http://eprints.utm.my/id/eprint/99992/
http://dms.library.utm.my:8080/vital/access/manager/Repository/vital:150060
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