You are on page 1of 13

P R O P O S A L D E F E N S E

EFFECT OF DIGITAL GAMIFIED SOLAR SYSTEM STORYBOOK


ON YEAR 3 PRIMARY SCIENCE STUDENTS’CRITCAL
THINKING
NAME : NURUL ASREEN BALQIS BINTI MASROM
CLASS: PISMP SN 2
INTAKE : JUN 2021/2026
SUPERVISOR: DR. NORAI'DA BINTI KHAIRUDDIN
BACKGROUND OF THE STUDY
Malaysian primary science students have shown poor performance in
international assessments like PISA and TIMSS, which has been
attributed to low achievement in science and underdeveloped critical general
thinking skills. (Hin.K., 2020)

Traditional methods of teaching that lack engagement and the necessity


to cultivate critical thinking from an early age.

While there is an increasing use of game-based learning and gamification


with positive educational benefits, the specific challenge lies in
effectively integrating these digital tools to foster critical thinking and
creativity in educational settings.

The study aims to investigate these specific issues by comparing critical


thinking skills levels before and after using a digital gamified solar Specific
system storybook, and against traditional teaching methods.
PROBLEM STATEMENTS
VISIONS ISSUES SOLUTION

Enhancing critical thinking Poor performance in international Investigate the efficacy of a digital
science assessments (PISA and gamified solar system storybook as a
skills among Year 3 primary
TIMSS) due to underdeveloped more engaging and effective
science students in
critical thinking skills. (Ahmad educational tool to foster critical
Malaysia, aiming for thinking, addressing operational
&Jaafar, 2020)
improved academic success Traditional teaching methods challenges by improving digital
and preparedness for future lack of engagement and do not literacy and ensuring the educational

effectively foster critical thinking. design of gamified aids prioritizes


challenges.
learning outcomes.
(Tan & Lee., 2021)
RESEARCH OBJECTIVES, QUESTIONS AND HYPOTHESES
Research Objectives Research Questions Hypotheses

1. What is the critical thinking skills 1. There is a significant difference


1. To identify the critical thinking
level of Year 3 science students on the level of critical thinking
skills level of Year 3 science
before using the Digital Gamified
students before using the Digital skills of year 3 Science students
Solar System Storybook.
Gamified Solar System Storybook. before and after using the
2. What is the critical thinking skills level
2. To identify the critical thinking Gamified Digital Solar System
of Year 3 science students after
skills level of Year 3 science
using the Digital Gamified Solar Storybook.
students after using the Digital
System Storybook. 2. There is a significant difference
Gamified Solar System Storybook.
3. What are the siginificant
3. To identify the significant between the level of critical
differences in critical thinking skills
differences in critical thinking thinking skills between students
between students using the Gamified
skills between students using the using the Gamified Digital Solar
Digital Solar System Storybook and
Gamified Digital Solar System
those following traditional teaching System Storybook and those
Storybook and those following
methods. following traditional methods.
traditional teaching methods.
CONCEPTUAL FRAMEWORK

Constructivisme Theory
Primary Science (ADDIE MODEL) Critical
Students Digital Gamified Thinking
(Year 3) Solar System Skills
Storybook
SCOPE &
LIMITATION
SCOPE LIMITATIONS
Focus on Year 3 science students' critical Generalizability limited to Year 3 science
thinking skills improvement. students, potentially not applicable to other grades
or subjects.
Utilizes a digital gamified solar system
Difficulty in controlling external variables
storybook for the educational intervention.
influencing critical thinking skills.
Pre- and post-intervention assessments Challenges in assessing long-term effects due to
to measure impact on critical thinking. the study's short duration.
SIGNIFICANCE OF THE STUDY

Students:
Teachers:
Enhances critical thinking skills,
providing tools for academic and Provides information regarding
future professional success. the effective use of digital gamified
Increases engagement with storybooks to increase student
science content through engagement and learning results.
interactive and gamified learning Supports curriculum integration
experiences. with technology, which improves
Improves digital literacy, teaching methods.
preparing students for the
digitalized world.
OPERATIONAL
DEFINITIONS
OPERATIONAL DEFINITION
DEFINITION IN THE STUDY
An operational definition in research The operational definition in this study refers to
how critical thinking skills are measured
precisely describes how a variable is
among Year 3 science students through pre-
measured or manipulated, ensuring and post-tests assessing their ability to analyze,
clarity and consistency in scientific evaluate, and draw conclusions from scientific
data before and after engaging with a digital
investigations (McLeod, 2017). gamified solar system storybook.
LITERATURE REVIEW
ARTICLE METHODOLOGY RESULTS

Found significant improvements in


"The Impact of Gamified Learning engagement and motivation, with the
Platforms on Student Engagement and
Quantitative integration of instructional content into
Motivation" by Zulkifli and Rahman
(2020): game dynamics being crucial for
developing critical thinking skills.

"Enhancing Critical Thinking through Demonstrated that complex problem-


Problem-Solving Tasks in Digital solving tasks in digital games
Quantitative
Games" by Wong and Abdullah significantly improve critical analysis
(2021): and evaluation skills.

"Teachers' Readiness for Integrating Revealed a gap in teacher training for


Digital Gamified Teaching Aids: A effective use of gamified tools, despite
Surveys and interviews
Survey and Interview Study" by Chen recognizing their potential for enhancing
and Lim (2022) critical thinking
LITERATURE REVIEW
ARTICLE METHODOLOGY RESULTS

Identified the digital divide as a major


"Addressing the Digital Divide: Access barrier to utilizing gamified teaching aids
to Digital Learning Tools in Education" Surveys and interviews for critical thinking, calling for policy
by Krishnan and Cheong (2023): measures to ensure equitable
technology access.
METHODOLOGY
Research Design Quasi-Experimental Design

Employs purposive sampling to select 30 Year 3 science students from a


Sampling primary school as the study sample, aiming to represent the broader
population of interest.

Research Uses a questionnaire divided into demographic information and items


Instruments measuring critical thinking skills.

Validity and Ensures instrument validity by expert review and establishes reliability
through pilot testing and the calculation of Cronbach’s Alpha values from
Reliability the pilot study data.

Conducts a preliminary test with a small sample to assess the feasibility,


reliability, and validity of the research instruments and the intervention itself,
Pilot Study ensuring that the study design is effective before the main research is
carried out.
DATA ANALYSIS PROCEDURE
Research Questions Research Objectives Research hypothesis Analysis Techniques
1. What is the level of critical To identify the critical thinking There is a significant difference in
thinking skills of Year 3 science skills level of Year 3 science the level of critical thinking skills of Descriptive statistics to calculate
students before using the Digital students before the Year 3 science students before and mean scores and standard
Gamified Solar System intervention. after using the Gamified Digital Solar deviations
Storybook? System Storybook.

2. What is the level of critical To identify the critical thinking


thinking skills of Year 3 science skills level of Year 3 science
students after using the Digital students after the
Gamified Solar System intervention.
Storybook?

There is a significant difference in Inferential statistics, specifically


3. What is the significant To compare critical thinking the level of critical thinking skills
differences in critical thinking a paired t-test, to evaluate the
skills between students between students using the Gamified
skills between students using the significance of differences in
exposed to the gamified Digital Solar System Storybook and
Gamified Digital Solar System critical thinking skills before and
Storybook and those following storybook and those taught those following traditional teaching
by traditional methods. methods. after the intervention, and between
traditional teaching methods? the two groups.
THANK YOU!

You might also like