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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
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