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INTRODUCTION
1. Background of Study
In recent years, Malaysia's primary science students are still showing bad results
in PISA and TIMSS because of their low achievement in science curricular and
critical thinking skills. (Hin.K., 2020). According to Hassan, Mohamad, and Azuddin
(2020), Malaysia first participated in the PISA exam in 2009, and unfortunately, it
was ranked in the worst third of all participating countries worldwide. Despite a small
improvement in PISA 2018 compared to PISA 2015, Malaysia remained in the lower
half of the chart. (Hin,k., 2020). Malaysian students got an average of 416 points in
science on the 2022 PISA assessment, which is lower than the OECD average of
485 points. (OECD, n.d). This result indicates a drop in achievement from the 2018
evaluation, when Malaysian students achieved 438 points in science. According to
Rajaendram, R. (2023), the drop in science results indicates a larger pattern of falling
academic achievement among Malaysian pupils in the PISA assessments.
According to Barell (2003), critical thinking abilities must be developed through
the implementation of a learning program. Fisher (2008) defines critical thinking as
a skilled activity that requires the interpretation and assessment of observations,
communication, and information sources while adhering to intellectual norms such
as clarity, relevance, adequacy, and coherence. According to Paul and Elder (2008),
critical thinking is considered as assessing and evaluating thought to "Improving
oneself requires independent thinking, self-discipline, self-monitoring, and self-
correction." Fajari. (2021). According to Brynildsurd (2022), for years, schools'
science curriculum have struggled to provide relevance and connection to real-life
situations, making it difficult for students to apply what they learn in school to their
daily lives and bridge the gap between science and reality. Furthermore, there is a
belief that science should be taught in an inquiry-based manner rather than direct
instruction, in keeping with its character as an inquiry-based topic. (Matin Salemirad.
2021).
In response to these challenges, an increasing proportion of formal education is
increasingly using game-based learning and gamification approaches, which have
shown excellent educational benefits. (El Mawas et al., 2020). According to Matin
Salemirad's research in 2021, educational games make learning more enjoyable and
help children perform better in school.
In Malaysia, the use of digital interactive teaching aids has considerably improved
the quality of elementary scientific education by encouraging critical thinking and
interactive learning. (El Mawas et al., 2020)
These unique tools are designed to effectively engage young learners, creating
an environment in which scientific concepts are not only learnt, but also experienced
and explored. Gamification in education has shown tremendous potential for
engaging students more fully in the learning process. According to Zainuddin et al.
(2020), integrating game-based learning environments in elementary science
classes promotes motivation and enhances students' problem-solving skills,
fundamental components of critical thinking. Furthermore, virtual labs and interactive
simulations, such as those created by PhET, provide an accessible platform for
students to conduct scientific research and experimentation. Lee and Wong (2021)
emphasize how these interactive technologies enable students to modify variables
and witness consequences in a controlled virtual setting, fostering a hands-on grasp
of scientific principles. Augmented reality (AR) is another tool that is becoming
popular in Malaysian schools.
According to Tan and Lim (2023), augmented reality (AR) applications can
overlay digital content over the actual world, offering students an immersive learning
environment that can greatly improve their comprehension and recall of difficult
scientific ideas. Teachers play a critical role in enabling the incorporation of digital
aids in education in addition to these technological instruments. Ahmad and Rashid
(2022) stress the significance of teacher preparation programs in Malaysia that give
instructors the know-how to successfully integrate digital technology into their lesson
plans, improving the quality of education for students as a whole.
This study aims to examine how Year 3 science students' critical thinking abilities
are affected by interactive, gamified digital storybooks that are specifically created
to teach solar system topics. Pre- and post-test exams measuring students' capacity
to examine scientific data, appraise hypotheses, and reach logical conclusions will
be used in particular to gauge students' critical thinking abilities.
2. Problem Statement
This study aims to investigate the efficacy of a digital gamified solar system
storybook in fostering critical thinking skills among primary school students. In
recent years, there has been growing recognition of the importance of cultivating
critical thinking abilities from an early age. Traditional methods of education often
lack the engagement necessary to effectively develop these skills. Thus, this study
proposes the integration of digital gamification elements into educational content
to enhance student engagement and promote critical thinking and creativity.
Implementing digital gamified storybooks on topics like the solar system
presents challenges and issues in the context of Malaysian primary science
education. While these interactive tools offer innovative ways to engage students,
educators face several hurdles in their effective integration. One significant
challenge is the digital divide, which refers to the gap between students who have
access to digital technologies and those who do not. In Malaysia, disparities in
access to technology can hinder the uniform implementation of digital gamified
storybooks, potentially exacerbating educational inequalities (Ismail et al., 2021).
This issue is particularly pertinent in rural or underserved areas where resources
and infrastructure may be lacking. Furthermore, the effectiveness of digital
gamified storybooks relies heavily on the teachers' proficiency with technology.
Without adequate training and support, teachers may struggle to integrate these
tools effectively into their teaching practices, thereby limiting their potential
benefits (Mohamad et al., 2022). Professional development programs are
essential to equip teachers with the necessary skills and confidence to utilize
digital resources effectively.
Another challenge is ensuring that the content of digital gamified storybooks
aligns with the Malaysian primary science curriculum. The educational content
must be accurate, age-appropriate, and culturally relevant to resonate with
students and reinforce their learning effectively (Ahmad & Yusoff, 2023). Moreover,
while gamification can enhance engagement, there is a risk of overemphasis on
the gaming aspect, potentially overshadowing the educational objectives. Ensuring
a balanced integration of gamification and educational content is crucial to
maximizing learning outcomes while maintaining student interest (Lee & Tan,
2020).
3. Research Purpose
The purpose of this research is to investigate the Effect of a Gamified Digital
Solar System Storybook on Year 3 Science Students' Critical Thinking
1. Research Objectives
The objectives of the study are to:
i.To investigate the impact of the Gamified Digital Solar System Storybook on the
development of critical thinking skills among Year 3 primary science students.
ii.To identify the differences in critical thinking between students utilizing the Gamified
Digital Solar System Storybook and those following traditional teaching methods.
2. Research Questions
This research aims to answer these questions:
i.What is the impact of the Gamified Digital Solar System Storybook on the critical
thinking development of Year 3 science students?
ii.What are the differences in critical thinking between students using the Gamified
Digital Solar System Storybook and those following traditional teaching methods?
3. Research Hypotheses
There are two alternative hypothesis that has been presented in this study:
i.There is a significant difference on the critical thinking development of year 3 Science
students
ii.There is a significant difference between the level of critical thinking between students
using the Gamified Digital Solar System Storybook and those following traditional
methods.
4. Conceptual Framework
8. Conclusion
In conclusion, Chapter 1 of this research has provided a comprehensive
introduction to the research titled "Digital Gamified Solar System Storybook"
through an exploration of the background, and significance of the study, the chapter
has underscored the pressing need to enhance critical thinking skills among Year
3 science students and the potential of interactive gamified digital storybooks to
address this need. The research questions, conceptual framework, scope and
limitations of the significance of the study, have been delineated to provide a clear
understanding of the research objectives and context. Additionally, operational
definitions and constructs for measuring the impact of the intervention have been
outlined, laying the groundwork for subsequent empirical investigation.
CHAPTER 2.0
LITERATURE REVIEW
2.2.2.1 Analysis
The main factor that makes students not use critical thinking in the classroom is
because they are not exposed to it in the teaching and learning process. In terms of
that, “digital gamified solar system storybook” helps students to develop critical thinking
and achieve the learning outcomes created by the teachers.
2.2.2.2 Design
In this intervention, the concept of the Solar System will be presented through
a storybook and gamification method. Next, multimedia elements such as text,
animation, audio and graphics will be used to develop the critical thinking skills among
the students.
2.2.2.3 Development
The “digital gamified solar system storybook” will be developed using a canva
and genial.ly application software. During the development process, a digital storybook
and gamification draft will be made to understand better what would be shown and
identify the position to place the navigation button. The learning content, which is the
solar system, will be planned according to the content and learning standards stated
in DSKP Year 3.
2.2.2.4 Implementation
During the implementation phase, the intervention will be used when conducting
the class in two different populations which are population A and population B as the
control and treatment group.
2.2.2.5 Evaluation
In the last phase which is the evaluation, Pre-tests and post-tests will be made
to see if any difference in the critical thinking skills occur among these two groups. A
set of questionnaires will be distributed to the students to record and analyze the data.
2.5 Conclusion
In conclusion, this chapter has discussed the introduction to the context of the
study, theory and model of study and the past research findings. Results from past
studies can guide researcher in conducting research and analyzing data
CHAPTER 3.0
RESEARCH METHODOLOGY
3.1 Introduction
A research methodology that is carried out with regular procedures can help
researchers explain the form of the framework for carrying out a researcher's study in
addition to being able to form, collect, and analyze data accurately and systematically.
. It empowers researchers to navigate the labyrinth of data analysis, guiding them in
the selection and application of robust analytical techniques. By ensuring meticulous
scrutiny and systematic interpretation, research methodologies bolster the reliability
and validity of research conclusions (Smith, 2020). The process of conducting a study
becomes easier especially for the researcher through understanding the methods and
techniques that are carried out correctly and neatly. This study generally aims to see
the effect of the digital gamified solar system storybook on Year 5 primary Science
Students’ critical thinking. The effect of the implementation of digital gamified solar
system storybooks is seen through the level of student students’ critical thinking in
science subjects. Therefore, this chapter discusses the framework process carried out
by the researcher to conduct this study to answer the two research objectives. In
particular, in this chapter, the researcher will discuss related study design, study
operations, study procedures, study population and sampling, study instruments, pilot
studies, actual studies, and data analysis methods.
Table 1:
Form of Pretest-Posttest group
Group Pre-test Intervention Post-test 1
Intervention 01 X1 01
Time
Control Pre- Traditional teaching methods without the use of Post-
Group test digital gamified solar system storybook test
(conventional method)
Treatment Pre- Teaching methods apply the digital gamified solar Post-
Group test system storybook Test
This study can be divided into three main steps. Step1 begins when students
are given a pre-questionnaire to measure the level of critical thinking skills input before
the treatment session is conducted, Step 2 is a treatment process that refers to the
application of a digital gamified solar system storybook.
Step 3 is output which is the final level of critical thinking post-tests results that are
showing the implementation of digital gamified storybook. Diagram 5 shows the
operational framework of the study detailed according to the steps.
Diagram 5: Operational Framework
3.3 Sampling
A simple random sampling method will be used to calculate the sample size of
this research. Simple random sampling involves randomly selecting individuals from a
population, giving each member an equal chance of being chosen (Trochim &
Donnelly, 2019). While Gravetter & Forzano (2018) stated that simple random
sampling is a method of selecting a sample from a population where each member of
the population has an equal chance of being included in the sample. In this study, the
population involved Year 5 Primary Students from 2 different classes representing
Population A (control group) and population B (treatment group). The determination of
sample size is quoted from the Table of Determination of Sample Size for research
activities by Krejecie & Morgan (1970), as in Table 2.
Table 2:
Sample size for various populations (Krejecie & Morgan, 1970).
To conduct this study, the researcher has to calculate the sample size using Krejcie
and Morgan’s table.
3.4.2 Validity
The validity of an instrument in research refers to its ability to accurately
measure the intended construct or variable. (Bryman & Bell, 2019). It ensures that the
instrument effectively captures the concept it is designed to assess. To ensure the
instruments developed by the researchers have a high level of validity, the instruments
have to be validated by the supervisor, one lecturer from the Department of Science,
and one lecturer from the Department of Academic Excellence. Feedback from experts
will be utilized to enhance the validity of instruments, ensuring their suitability for the
research study.
In this research, two types of validity will be taken into consideration: content
validity and construct validity. According to construct validity has traditionally been
defined as the experimental demonstration that a test is measuring the construct it
claims to be measuring.
Table 4
Five-point Likert scale.
A valid instrument ensures that the data collected accurately represents the
phenomenon under investigation, enhancing the reliability and interpretability of
research outcomes (DeVellis, 2019). In order to make this questionnaire, many
instruments from other researchers are being used in creating the items. At the same
time, these instruments are built by following the international critical thinking test such
as The Cornell Critical Thinking Test, Taxonomy Bloom. For instance, the instruments
have to be validated by the expertise before it can be used in conducting this study.
3.5 Conceptual Framework of the Study
Conceptual framework of the study below briefly explains the form of the study
and the phases in the study. In general, both population A and Population B need to
sit the pre-test, treatment process and post-test. The instrument used in the pre-test
and post-test is a set of questionnaires. The data from the questionnaire will then be
analysed to assess the level of critical thinking skills for both learning methods.
Diagram 6 : Conceptual framework of Population A
3.11 Conclusion
Overall, this chapter explains about the research design used to explain how
this research is carried out according to the research procedures that have been
stated. A quasi experimental method is used to obtain the effect of student’s
acceptance before and after the introduction of the digital gamified solar system
storybook.