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Spin – Sing – Sketch: Science is Awesome is an innovation which has been created with purposes to promote fun,
meaningful and effective learning among year 1 pupils in primary school. There four objectives of this innovation
comprising: i) increase themastering of concepts and terms in Science Year 1 syllabus among the pupils; ii)increase
the mastering of science process skill, manipulative skill and communicationskill among the pupils; iii) increase
interest and motivation toward fun science learning through games and language art; and iv) fostering ICT knowledge
at early age through the usage of QR Code in Let’s Sing and Sketch Me sub modules. An experimental study has
been carried out where the experiment group consist of 30 pupils in Year 1were involved in learning process which
has applied this module. The other group consist of 30 pupils too were learning in ordinary setting without using this
module. Data from test of the two groups show that pupils in experiment group (M = 95.0) have performed better in
the test given compare to pupils in controlled group (M = 83).According to perception toward learning science, pupils
in experiment group also showshigher positive responds compare to pupils in controlled group. Findings from
questionnaire conducted in this study shows that pupils in experiment group possess higher interest in learning
science (M = 4.92) compare to pupils in controlled group (M =4.16), pupils in experiment group strongly agree that
learning science is fun (M = 4.96) compare to pupils in controlled group (M = 4.35) and pupils in experiment group
admitthat they easily achieved mastery in learning science (M = 4.90) compare to pupils in controlled group (M =
3.88). The results show that Spin – Sing – Sketch: Science is Awesome effectively helps pupils in achieving learning
standard an objectives and atthe same time increase their interest and motivation toward learning science.
Keywords: learning science, innovation in education; learning module
KC40
QRARNIMALS
NORAZLIN BINTI MOHD RUSDIN
Sekolah Kebangsaan Mutiara, Jalan Tunku Abdul Rahman, 30010, Ipoh, Perak,
norazlinrusdin@gmail.com
Penggunaan Augmented Reality (AR) dan Quick Response Code (Kod QR) dalam penghasilan bahan pembelajaran
tidak asing lagi dalam trend pendidikan abad ke-21 dan revolusi 4.0. QRARnimals adalah inovasi yang
menggabungkan penggunaan AR, kod QR serta bahan pembelajaran yang dihasilkan sendiri oleh pengkaji bagi
mengoptimumkan penguasaan murid dalam mempelajari tajuk Haiwan bagi mata pelajaran Sains. Kajian
kebolehgunaan QRARnimals dijalankan keatas 100 orang murid Tahun 2 dan Tahun 3 disebuah sekolah rendah.
Sampel kajian telah menggunakan QRARnimals dan menjawab soal selidik yang disediakan. Dapatan kajian
menunjukkan penggunaan inovasi QRARnimals menjadikan pembelajaran amat menyeronokkan (M = 5.00), paparan
imej beranimasi lebih menarik berbanding gambar biasa (M = 5.00), membantu murid mengenal lebih banyak haiwan
(M = 4.97), memaparkan ciri-ciri suatu haiwan dengan lebih jelas (M = 4.95), meningkatkan minat murid terhadap
pembelajaran tajuk haiwan (M = 5.00), meningkatkan minat murid terhadap aktiviti melakar (M = 4.89), membantu
murid melakar dan melabel dengan lebih baik (M = 4.76) serta meningkatkan penguasaan murid dalam pembelajaran
tajuk haiwan (M = 4.96). Temu bual bersama-sama beberapa orang sampel juga telah dijalankan. Maklum balas
sampel menunjukkan penggunaan QRARnimals amatmenyeronokkan, paparan AR mengagumkan, tidak
menjemukan serta membantu murid mengenal lebih banyak haiwan dengan ciri-ciri yang lebih jelas. Penggunaan
QRARnimals sangat bertepatan dengan tuntuan konsep Pentaksiran Bilik Darjah (PBD) dan pembelajaran abad ke-
21 yang mahukan pembelajaran murid berlaku secara aktif, efektif dan menyeronokkan melalui penggunaan