Menilai Keberkesanan Penggunaan Aplikasi Gamifikasi Sight Reading Berasaskan Kansei Terhadap Motivasi Pembelajaran Pembacaan Notasi Muzik

  • Jessellah Samat Faculty of Education and Sports Studies, Universiti Malaysia Sabah, Kota Kinabalu, Sabah, Malaysia.
  • Christina Andin Faculty of Education and Sports Studies, Universiti Malaysia Sabah, Kota Kinabalu, Sabah, Malaysia.
  • Aslina Baharum School of Computing and Artificial Intelligence, Faculty of Engineering and Technology, Sunway University, Selangor, Malaysia.
Keywords: Gamifikasi, Kansei, Sight Reading, Motivasi, Pembacaan Notasi

Abstract

Pembacaan notasi muzik (sight reading) merupakan kemahiran asas dalam pembelajaran muzik; namun, ramai pelajar menghadapi kesukaran untuk menguasainya disebabkan tahap motivasi yang rendah. Kajian ini bertujuan untuk menilai keberkesanan aplikasi Gamifikasi Sight Reading berasaskan Kansei terhadap motivasi pelajar Tingkatan 3 dalam pembelajaran pembacaan notasi muzik. Reka bentuk kuasi-eksperimen digunakan dengan melibatkan dua kumpulan: kumpulan eksperimen (n = 20) yang menggunakan aplikasi Space Note dan kumpulan kawalan (n = 20) yang mengikuti pengajaran konvensional. Intervensi dijalankan selama dua (2) minggu, dan tahap motivasi diukur menggunakan soal selidik yang telah disahkan sebelum dan selepas intervensi. Analisis data menggunakan ujian t berpasangan dan ujian t bebas menunjukkan peningkatan motivasi yang signifikan dalam kumpulan eksperimen berbanding kumpulan kawalan (p < 0.05). Dapatan ini menunjukkan bahawa pengintegrasian elemen gamifikasi dan Kansei dalam pembelajaran sight reading dapat meningkatkan motivasi pelajar secara berkesan, sekaligus menawarkan pendekatan yang lebih interaktif dan menarik dalam pendidikan muzik.

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Published
2026-01-30
Section
Articles