Effects of Learning Using EDPUZZLE Interactive Video Application on Students' Interest, Engagement and Achievement in Science Subjects
Keywords:Interactive video, Edpuzzle, students’ interest, students’ engagement, students’ achievement, Science
This study was conducted to identify the effect of learning methods using the Edpuzzle interactive video application on students' interest, engagement, and achievement in science subjects. The purposive sampling technique was used in this study to select the sample. A total of 40 students were selected as a sample in this study. The selected sample is students from a primary school in the Batu Pahat Johor district. The sample was selected from two classes of year 2 students who had similar ICT backgrounds in primary school. Pre-tests, post-tests, checklists, and questionnaires were used as instruments in this study. This study's objectives are to identify the effectiveness of the use of the interactive video application, Edpuzzle in increasing students' interest, engagement, and achievement in science subjects. The data were analysed through inferential statistics using Statistical Package for Social Science (SPSS) software. The data analysis results show significant differences in the level of interest, engagement, and achievement of primary school students in science subjects when using the EdPuzzle application. This suggests that the use of interactive video in the classroom has a promising approach to improve the quality of teaching and learning (TnL) among science teachers. However, considering the limitations of the research, specifically in relation to the context and the period of application, more studies are needed with different methodological approaches and in extended periods and samples.