MARC 2.0: teaching Malaysian culture the fun way / Sheela Paramasivam ... [et al.]

The teaching of culture as a subject can be interesting and difficult at the same time, especially when it involves understanding another aspect of culture such as religion and customs besides one's own. Assessing students' knowledge and understanding in subjects such as culture is no easy...

Full description

Saved in:
Bibliographic Details
Main Authors: Paramasivam, Sheela (Author), Aisya, Nur Fatima (Author), Ganesan, Asha (Author), Adnan, Afni Anida (Author)
Format: Book
Published: Universiti Teknologi MARA, Negeri Sembilan, 2023.
Subjects:
Online Access:Link Metadata
Tags: Add Tag
No Tags, Be the first to tag this record!

MARC

LEADER 00000 am a22000003u 4500
001 repouitm_89671
042 |a dc 
100 1 0 |a Paramasivam, Sheela  |e author 
700 1 0 |a Aisya, Nur Fatima  |e author 
700 1 0 |a Ganesan, Asha  |e author 
700 1 0 |a Adnan, Afni Anida  |e author 
245 0 0 |a MARC 2.0: teaching Malaysian culture the fun way / Sheela Paramasivam ... [et al.] 
260 |b Universiti Teknologi MARA, Negeri Sembilan,   |c 2023. 
500 |a https://ir.uitm.edu.my/id/eprint/89671/1/89671.pdf 
520 |a The teaching of culture as a subject can be interesting and difficult at the same time, especially when it involves understanding another aspect of culture such as religion and customs besides one's own. Assessing students' knowledge and understanding in subjects such as culture is no easy task either. In the digital world today, there are many online assessment tools which can be used to facilitate teaching and learning. One such application is Quizizz, a game-based online quiz. The purpose of this research is to measure the effectiveness of MARC 2.0 (acronym for Malaysian religion and customs), an online Quizizz game to teach culture and gauge students' knowledge and understanding of Malaysian culture. Descriptive questionnaire was used to obtain feedback after students played MARC 2.0, the quizizz game. Results of the survey indicated that students responded positively to the use of MARC 2.0 as a quizizz game to learn and embrace Malaysian culture in a fun and interactive manner and to introduce the culture of Malaysia to any foreign or local students pursuing their studies in Malaysia. The inclusion of attractive visuals, a timer, correct answers as well as scores obtained using MARC 2.0 motivated students to understand, learn and gain insights to the culture of Malaysia in a fun and engaging way. Additionally, MARC 2.0 could be installed in their handphones for convenience. In conclusion, it is important for teachers to consider using fun and entertaining technology to teach culture. MARC 2.0 can be further explored and extended to include other aspects of Malaysian culture such as food, festivals, traditional songs, clothes and even taboos to tourists visiting Malaysia in the hope of introducing Malaysia as a land of beauty and diversity. 
546 |a en 
690 |a Creative ability. Imagination. Creative thinking. Concept learning. Constructivism (Education) 
655 7 |a Article  |2 local 
655 7 |a PeerReviewed  |2 local 
787 0 |n https://ir.uitm.edu.my/id/eprint/89671/ 
856 4 1 |u https://ir.uitm.edu.my/id/eprint/89671/  |z Link Metadata