Penggunaan Set Induksi Digital Kahoot dalam Meningkatkan Kefahaman Konsep Asas Prinsip Perakaunan dalam Kalangan Pelajar Diploma Perakaunan Tahun 1 di Kolej Vokasional
DOI:
https://doi.org/10.53797/aspen.v6i2.8.2026Keywords:
Gamification, Kahoot, set induction, accounting principles, action research, vocational college, Gamifikasi, set induksi, prinsip perakaunan, kajian tindakan, kolej vokasionalAbstract
Basic accounting principles — the accounting equation, the classification of the five account elements, and the debit and credit rules of double-entry bookkeeping — are abstract and highly interdependent, and first-year vocational college students frequently carry misconceptions from these topics into more complex work on journals, ledgers and financial statements. This action research evaluated Kahoot as a digital set induction — a 20 to 30 minute gamified quiz opening each session — in a Financial Accounting 1 course. It followed the Kemmis and McTaggart cycle of planning, action, observation and reflection over four weeks with 24 Year 1 Diploma in Accounting students at Kolej Vokasional Sungai Buloh. Data were collected through a pre-test and post-test of 15 multiple-choice and two structured application items, and through structured classroom observation. The proportion of students at the excellent band rose from 2 (8.33 per cent) to 20 (83.33 per cent), those at the weak band fell from 11 (45.83 per cent) to 2 (8.33 per cent), and the cohort mean rose from 65.0 per cent to 87.0 per cent, a gain of 22.0 percentage points. Observation indicated more active participation, quicker spontaneous responses and greater willingness to attempt debit and credit classification. Practical constraints included unstable internet access, uneven student devices and initial difficulty with class control. The findings are offered as practitioner evidence rather than as a generalisable causal claim, since the study involved a single intact group with no control group and no inferential testing.
Abstrak: Konsep asas prinsip perakaunan, iaitu persamaan perakaunan, pengelasan lima elemen akaun serta peraturan debit dan kredit dalam sistem catatan bergu, bersifat abstrak dan saling bergantung. Pelajar tahun pertama kolej vokasional kerap membawa miskonsepsi daripada topik ini kepada penyediaan Jurnal Am, Lejar dan Penyata Kewangan. Kajian tindakan ini menilai penggunaan Kahoot sebagai set induksi digital, iaitu kuiz bergamifikasi selama 20 hingga 30 minit pada permulaan setiap sesi pengajaran, dalam kursus Perakaunan Kewangan 1. Kajian mengikut kitaran Kemmis dan McTaggart, iaitu perancangan, tindakan, pemerhatian dan refleksi, dilaksanakan selama empat minggu ke atas 24 orang pelajar Diploma Perakaunan Tahun 1 di Kolej Vokasional Sungai Buloh. Data dikumpulkan melalui ujian pra dan ujian pasca yang mengandungi 15 soalan aneka pilihan dan dua soalan aplikasi berstruktur, serta melalui pemerhatian berstruktur dalam bilik darjah. Bilangan pelajar pada tahap cemerlang meningkat daripada 2 orang (8.33 peratus) kepada 20 orang (83.33 peratus), bilangan pelajar pada tahap lemah menurun daripada 11 orang (45.83 peratus) kepada 2 orang (8.33 peratus), manakala markah purata kohort meningkat daripada 65.0 peratus kepada 87.0 peratus, iaitu peningkatan sebanyak 22.0 mata peratusan. Pemerhatian menunjukkan penyertaan lebih aktif, tindak balas spontan lebih pantas dan kesediaan lebih tinggi untuk mencuba pengelasan debit dan kredit. Kekangan praktikal yang dikenal pasti termasuk ketidakstabilan capaian Internet, kepelbagaian keupayaan peranti pelajar dan kesukaran kawalan kelas pada peringkat awal. Dapatan ini dikemukakan sebagai bukti amalan guru dan bukan sebagai dakwaan sebab akibat yang boleh digeneralisasikan, memandangkan kajian melibatkan satu kumpulan utuh tanpa kumpulan kawalan dan tanpa ujian inferensi.
Downloads
References
Abd Rahman, K. A. (2025). Pembangunan e-gamifikasi Minecraft bagi kursus falsafah Islam: Satu kajian keperluan berdasarkan kepada pandangan pakar. ‘Abqari Journal, 32(2), 174–184. https://doi.org/10.33102/abqari.vol32no2.663
Abd Rahman, N., & Razali, M. W. M. (2025). Mengeksplorasi pengalaman guru-guru prinsip perakaunan melaksana PdP KBAT dan mengetahui pandangan mereka mengenainya. Jurnal Pendidikan Bitara UPSI, 18(1), 145–161. https://doi.org/10.37134/bitara.vol18.1.15.2025
Agarwal, P. K., Nunes, L. D., & Blunt, J. R. (2021). Retrieval practice consistently benefits student learning: A systematic review of applied research in schools and classrooms. Educational Psychology Review, 33(4), 1409–1453. https://doi.org/10.1007/s10648-021-09595-9
Ahmad, N. L., & Azman, N. A. H. (2020). Tahap amalan pengajaran berkesan guru prinsip perakaunan berasaskan model Slavin. Jurnal Pendidikan Malaysia, 45(1), 53–62. https://doi.org/10.17576/JPEN-2020-45.01-06
Ahmad, N. L., & Hezir, S. M. (2023). Memahami gaya pemikiran dan hubungannya dengan pendekatan pembelajaran pelajar kolej matrikulasi dalam subjek perakaunan. Geografia, 19(2), 119–137. https://doi.org/10.17576/geo-2023-1902-09
Awang, M. M. (2026). Penggunaan aplikasi pembelajaran interaktif dan hubungannya dengan minat belajar Sejarah. Malaysian Journal of Social Sciences and Humanities, 11(2), Article e003797.
Azmi, N. I., Abdul Kadir, S., Abdullah, A., & Alias, S. N. (2023). Accounting teachers pedagogical sensemaking perspectives in online teaching and learning: Malaysian context. International Journal of Academic Research in Progressive Education and Development, 12(1), 507–516. https://doi.org/10.6007/IJARPED/v12-i1/16035
Dahalan, F., Alias, N., & Shaharom, M. S. N. (2024). Gamification and game based learning for vocational education and training: A systematic literature review. Education and Information Technologies, 29(2), 1279–1317. https://doi.org/10.1007/s10639-022-11548-w
Enders, N., Gaschler, R., & Kubik, V. (2021). Online quizzes with closed questions in formal assessment: How elaborate feedback can promote learning. Psychology Learning & Teaching, 20(1), 91–106. https://doi.org/10.1177/1475725720971205
James, W., Oates, G., & Schönfeldt, N. (2025). Improving retention while enhancing student engagement and learning outcomes using gamified mobile technology. Accounting Education, 34(3), 366–386. https://doi.org/10.1080/09639284.2024.2326009
Jamar, A., & Noh, M. A. C. (2020). Gamifikasi aplikasi Kahoot dalam pembelajaran dan pemudahcaraan (PdPc) Pendidikan Islam. Dalam Prosiding Seminar Antarabangsa Isu-Isu Pendidikan (ISPEN 2020) (hlm. 269–280).
Jifen, F. R., Shahrul Nizam, S. F., & Mohamad Sabli, H. (2024). Gamification via Kahoot! A motivated learning tool for TVET students. Borneo Engineering & Advanced Multidisciplinary International Journal, 3(2), 40–48. https://beam.pmu.edu.my/index.php/beam/article/view/178
Kemmis, S., & McTaggart, R. (1988). The action research planner (3rd ed.). Deakin University Press.
Li, C., Liang, L., Fryer, L. K., & Shum, A. (2024a). The use of leaderboards in education: A systematic review of empirical evidence in higher education. Journal of Computer Assisted Learning, 40(6), 3406–3442. https://doi.org/10.1111/jcal.13077
Li, L., Hew, K. F., & Du, J. (2024b). Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: A meta-analysis and systematic review. Educational Technology Research and Development, 72(2), 765–796. https://doi.org/10.1007/s11423-023-10337-7
Lim, D. Y., Sanmugam, M., Wan Yahaya, W. A. J., & Khlaif, Z. N. (2024). The impact of gamification depth on higher educational students’ intrinsic motivation and performance levels. Higher Education for the Future, 11(2), 133–150. https://doi.org/10.1177/23476311241248994
Md Yazid, N. A., & Ali, A. (2025). Pengaruh minat dan sikap terhadap motivasi pelajar di Kolej Vokasional zon selatan. Online Journal for TVET Practitioners, 10(2), 92–100. https://doi.org/10.30880/ojtp.2025.10.02.009
Moktar, A., Alias, B. S., & Arsad, N. M. (2025). Dari refleksi ke kualiti: Peranan quick wins dalam pembudayaan kajian tindakan oleh guru besar sekolah rendah. JuPiDi: Jurnal Kepimpinan Pendidikan, 12(3), 65–75.
Nasip, F., & Zulkiply, N. (2024). The effect of gamification on primary students’ Malay reading comprehension. Malaysian Journal of Social Sciences and Humanities, 9(7), Article e002904. https://doi.org/10.47405/mjssh.v9i7.2904
Oh, Z. J., Kamar, M. H., Rahman, M., Ramli, S. K. A., Mohamad, S., & Chin, H. C. (2022). The perception of students and lecturers towards using the OME system in learning business finance in vocational colleges, Malaysia. International Journal of Academic Research in Business and Social Sciences, 12(6), 459–472. https://doi.org/10.6007/IJARBSS/v12-i6/13986
Ortiz-Martínez, E., Santos-Jaén, J. M., & Marín-Hernández, S. (2023). Kahoot! and its effect on financial accounting marks at the university. Education and Information Technologies, 28(10), 12671–12686. https://doi.org/10.1007/s10639-023-11612-z
Othman, N. A. F., Jaini, A., Ismail, M., Zainoddin, A. I., Mohamad Radzi, S. F., & Kaliani Sundram, V. P. (2023). Gamification in online learning: A case study among university students in Malaysia. Asian Journal of University Education, 19(2), 282–293. https://doi.org/10.24191/ajue.v19i2.22239
Özdemir, O. (2025). Kahoot! Game-based digital learning platform: A comprehensive meta-analysis. Journal of Computer Assisted Learning, 41(1), Article e13084. https://doi.org/10.1111/jcal.13084
Saleh, M. P. (2016). Model pengajaran m-pembelajaran berasaskan kaedah inkuiri mata pelajaran Sejarah peringkat menengah [Tesis kedoktoran tidak diterbitkan]. Universiti Malaya.
Salleh, M. H., Kadir, S. A., Jamaluddin, R., & Puad, M. H. M. (2026). Adakah kerangka TPACK masih relevan untuk guru TVET Malaysia? Satu analisis konseptual. Journal of TVET and Technology Review, 4(1), 40–50. https://journal.uthm.edu.my/index.php/jttr/article/view/25822
Sandy, S., Abdul Jobar, N., Mohd Rusli, N. F., & Md Adam, N. F. (2021). Tinjauan pengetahuan, faktor dan kesan pelaksanaan set induksi dalam kalangan mahasiswa terhadap pengajaran dan pembelajaran Bahasa Melayu. Asian Pendidikan, 1(1), 63–72. https://doi.org/10.53797/aspen.v1i1.8a.2021
Silhan, P. A. (2026). Monitoring formative impact of multiple quiz types on exam performance: Introductory accounting in online environment. Accounting Education. Advance online publication. https://doi.org/10.1080/09639284.2026.2620760
Skulmowski, A., & Xu, K. M. (2022). Understanding cognitive load in digital and online learning: A new perspective on extraneous cognitive load. Educational Psychology Review, 34(1), 171–196. https://doi.org/10.1007/s10648-021-09624-7
Supramaniam, J., Mat Norwani, N., & Ismail, R. (2023). Students’ interest in blended learning in Principle of Accounting subject at Seremban district, Negeri Sembilan. Muallim Journal of Social Sciences and Humanities, 7(1), 19–27. https://doi.org/10.33306/mjssh/221
Widhanarto, G. P., Zainuddin, Z., Prihatin, T., Sunawan, S., Mukminin, A., Kusumawardani, S., & Mulawarman, M. (2025). Beyond slides: The impact of gamified Web presentations on student cognitive load. Information and Learning Sciences, 126(5/6), 425–444. https://doi.org/10.1108/ILS-01-2024-0001
Yamin, N. A. (2023). Model peramal hubungan antara persekitaran pembelajaran dan kompetensi kerjaya dalam kalangan pelajar politeknik di Malaysia [Tesis kedoktoran tidak diterbitkan]. Universiti Tun Hussein Onn Malaysia.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Nur Hamizah binti Mohd Nasir, Nur Insyierah binti Ahiaruddin, Muhammad Amin bin Ahmad Dimyati, Muhammad Akif Danish bin Norisam

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

