Usability Adventure Statistics’ Module

Authors

  • Mohd Afifi Bahurudin Setambah UNIVERSITI PENDIDIKAN SULTAN IDRIS
  • Nor’ain Mohd Tajudin
  • Mazlini Adnan

Keywords:

statistic adventure modules, adventure based learning

Abstract

The issue of declining achievement scores in Trends in Mathematics and Science Study for mathematics and science has opened the eyes of scientists from academia and Malaysia government. These things give the impression that the teaching and learning of mathematics and science need to be improved. One of the strategies that have been suggested by the Blueprint (Malaysia Education Blueprint [Higher Education]) is to use experience-based approach. Adventure learning is a hybrid approach that has basic characteristics of experiential learning and inquiry learning. It is seen as having the characteristics of improving the skills of the 21st century in terms of leadership and critical thinking skills. A module that implements learning adventure-based learning on Statistics has been developed. The main objective of this study is to see the students' perceptions of Adventure Statistics Modules after they followed the learning process. The quantitative approach is used to measure student perceptions. Data were analyzed using descriptive statistics. Data shows that students have a positive perception on this modules. So, this module has a high degree of usability, 90.2% of unit 1, 94.12% of Unit 2, unit 3 is 91.15% and 96.47 for the overall. Therefore, this module should be used and tested for its effectiveness against students in the future

Author Biography

Mohd Afifi Bahurudin Setambah, UNIVERSITI PENDIDIKAN SULTAN IDRIS

Fakulti Sains dan Matematik

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Published

2016-10-30

How to Cite

Setambah, M. A. B., Tajudin, N. M., & Adnan, M. (2016). Usability Adventure Statistics’ Module. Asian Journal of Education and E-Learning, 4(5). Retrieved from https://www.ajouronline.com/index.php/AJEEL/article/view/4200

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