Analysis of the Needs for the Development of Traditional Prose Modules of Mutimedia Application for Secondary School Students

A needs analysis study was carried out to see the problems and suggestions of BM teachers related to traditional prose learning which led to the need for the development of a traditional prose multimedia module (MPT Module).This study is a case study using sampling aimed at involving four experienced BM teachers using a semi-structured interview method.The results of the qualitative study were obtained based on the analysis process stated by Rosset (1987), namely (i) analysis of student needs, (ii) analysis of the learning environment, and (iii) identification of teaching objectives.The findings from all items in the interviews were analyzed thematically to identify relevant issues and recommendations from the teachers involved in the study.The data is then used as input in the module design phase, which refers to the planning and development of Traditional Prose Multimedia Modules (MPT Modules).Findings from all interview items analysed found (i) the content of the MPT module, (ii) students' problems in traditional prose, (iii) learning strategies of traditional prose works, (iv) module improvement as input in the module design phase.The need for this analysis is important to ensure that the design of the modules produced is suitable for the actual needs and challenges faced in the context of traditional prose teaching.In conclusion, the issues and gaps that exist lead to the need for the development of a traditional prose multimedia module among form two students so that the aspects of knowledge, skills and appreciation of traditional prose works can be improved.

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Publication Details

Journal
International Journal of Academic Research in Business and Social Sciences
Published
2025-04-07
DOI
https://doi.org/10.6007/ijarbss/v15-i4/25203
Primary Topic
Educational Games and Gamification
Type
article
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article

Analysis of the Needs for the Development of Traditional Prose Modules of Mutimedia Application for Secondary School Students

Ahmad Fauzi Mohd Ayub, Rozita Radhiah Said, Azhar Md. Sabil, Noorzailiza Zainal Abidin
International Journal of Academic Research in Business and Social Sciences
Educational Games and Gamification
article

Analysis of the Needs for the Development of Traditional Prose Modules of Mutimedia Application for Secondary School Students

Ahmad Fauzi Mohd Ayub, Rozita Radhiah Said, Azhar Md. Sabil, Noorzailiza Zainal Abidin
article en

Abstract

A needs analysis study was carried out to see the problems and suggestions of BM teachers related to traditional prose learning which led to the need for the development of a traditional prose multimedia module (MPT Module).This study is a case study using sampling aimed at involving four experienced BM teachers using a semi-structured interview method.The results of the qualitative study were obtained based on the analysis process stated by Rosset (1987), namely (i) analysis of student needs, (ii) analysis of the learning environment, and (iii) identification of teaching objectives.The findings from all items in the interviews were analyzed thematically to identify relevant issues and recommendations from the teachers involved in the study.The data is then used as input in the module design phase, which refers to the planning and development of Traditional Prose Multimedia Modules (MPT Modules).Findings from all interview items analysed found (i) the content of the MPT module, (ii) students' problems in traditional prose, (iii) learning strategies of traditional prose works, (iv) module improvement as input in the module design phase.The need for this analysis is important to ensure that the design of the modules produced is suitable for the actual needs and challenges faced in the context of traditional prose teaching.In conclusion, the issues and gaps that exist lead to the need for the development of a traditional prose multimedia module among form two students so that the aspects of knowledge, skills and appreciation of traditional prose works can be improved.

International Journal of Academic Research in Business and Social SciencesVol. 15(4)
Quality Education
Openalex Percentile: Top 93%
Educational Games and Gamification
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