As the world moves towards the Fourth Industrial Revolution, there is a need for formulations of ... more As the world moves towards the Fourth Industrial Revolution, there is a need for formulations of neurophysiological biomarkers that ensure the accuracy of the diagnosis of visual perception dysfunction in individuals with Autism Spectrum Disorder (ASD). Biomarkers of visual perception dysfunction in ASD using EEG complements behavioral methods of diagnosis and allows for a more direct assessment of the dysfunction, identifying rapid, implicit neural processes that are not revealed through behavioral measures alone. This paper aims to review the neural biomarkers of the five domains of visual perception dysfunction (visual discrimination (VD), visual spatial relations (VSR), visual form constancy (VFC), visual memory (VM) and visual closure (VC)) in individuals with ASD. This paper shall help researchers gain new insight into the current trends and progress in EEG methods in ASD and discover gaps in the subject literature. A systematic literature search on PubMed was conducted to rep...
A personalised learning environment (PLE) is focused on Web 2.0 tools as a way of integrating lea... more A personalised learning environment (PLE) is focused on Web 2.0 tools as a way of integrating learning processes in a digital and technologically dynamic environment. The PLE helps in the preparation of future teachers to lead the way in the development of educational approaches that encourage knowledge building. The PLE represents a new, wide-ranging evolution in educational practices by integrating information and communications technology (ICT) applications to create wall-free schools capable of meeting the demands of the information society. In this article, the authors overview a range of PLE tools based on Web 2.0 technologies. The main aim is to assist in the transformation of learning and teaching in higher education, and to prepare learners for future work in a dynamic context with a high degree of digital and technological influence. The key findings could be used as instructions for PLS tools to facilitate structured learning by both teachers and students
Massive Open Online Course (MOOC) provides an effective learning platform with various high-quali... more Massive Open Online Course (MOOC) provides an effective learning platform with various high-quality educational materials accessible to learners from all over the world. On the other hand, assessment plays an important role to improve student performance in MOOC learning. However, issues in assessment designs contribute to the lack of student engagement. Hence, a suitable assessment model should be developed to improve student performance in MOOC learning. This study proposes an adaptive self-assessment model based on learner characteristics to improve student performance in language learning using MOOC. A literature review was performed to identify existing learner characteristics, functional features in assessment and elements of learner characteristics. Four research questions have been constructed to assist the study. The results of the study are then used in formulating a conceptual model for an adaptive self-assessment based on MOOC functional features, and elements of students learning styles & cognitive styles. Based on the conceptual model, an adaptive self-assessment model for language learning was produced to build a complete learning design for Mandarin MOOC. The model was validated by two Subject Matter Experts (SMEs) and two Instructional Design Experts (IDEs) who contributed to the production of the complete learning design. The findings of this study are two folds: (i) a conceptual adaptive self-assessment model based on learner characteristics for improving student performance in MOOC learning, and (ii) an adaptive self-assessment model based on learner characteristics to improve language learning using MOOC. The proposed model is meant to guide MOOC developers in assessment design. A complete learning design for Mandarin MOOC that applies the proposed model has also been developed.
International Journal of Engineering and Advanced Technology, 2019
The interest in using video among individuals with autism spectrum disorder (ASD) has increased s... more The interest in using video among individuals with autism spectrum disorder (ASD) has increased significantly. By using video is able to engage them actively in social activities. Due to that, a deep attention in understanding the potential of video development has been a top priority. Integrating an instructional design video for learning process can help the students to pay more attention and understanding while learning in the classroom. The purpose of the study is to know the details of every part of the learning system process. It is important for features to improve the autism’s skill for better understanding while learning process happened. It would be more effective if ADDIE or Dick and Carey’s model as the framework develop this instructional design. Based on the results, the respondents are satisfied with the usage of video. The use of ICT needs to be enhanced to students with autism. The usage of the video under teacher super-vision and use of mind challenging videos.
Journal of Computer Science and Technology Studies
The increase in the use of E-learning during the COVID-19 pandemic as a consequence of the call f... more The increase in the use of E-learning during the COVID-19 pandemic as a consequence of the call for Work From Home (WFH) is increasingly massive. In contrast to regular times, E-learning during the COVID-19 pandemic depends on available home resources. Technology plays an essential role in supporting the implementation of e-learning which must consider the resources available at home. This research is a systematic literature review using database sources from ScienceDirect and Emerald. The inclusion criteria are research that discusses e-learning in higher education during the COVID-19 pandemic (2019-2020) from a computer science perspective. An exclusion criterion is research examining e-learning in higher education from sources outside ScienceDirect. The search results from ScienceDirect obtained 518, and Emerald got 66 relevant articles. The next stage is reviewing abstracts and titles that focus on technology in e-learning on the lecturer and student side; We obtained 23 article...
Urecol Journal. Part G: Multidisciplinary Research
Work from home is a way to reduce the development of the coronavirus termed COVID-19. In the worl... more Work from home is a way to reduce the development of the coronavirus termed COVID-19. In the world of education, we have been familiar with e-learning systems where learning is done with any time, any ware, anybody, and anyplace. Nevertheless, the readiness for implementation is not relaxed because there are technical and non-technical obstacles. There are four roles in e-learning wherein the role of instructor and student's role is the core, but the readiness of infrastructure and integration between systems is a problem in itself. The consequence of Work from home is to provide resources independently at home, with cost and geographical challenges. The development of E-learning 3.0, with its U-learning concept, gives a different dimension, especially in the use of cloud service provider applications. In this paper, the E-learning Service Framework is proposed by considering the results of a review of the LearningCube modeling, Interactive Mode Architecture, and Critical Succe...
Bulletin of Electrical Engineering and Informatics, 2023
Two important problems related to food consumption were reported in Malaysia: Malaysia was the si... more Two important problems related to food consumption were reported in Malaysia: Malaysia was the sixth rank in Asia for the highest adult obesity rate; and the United Nation reported that Malaysian consumed an average of 2,910 calories per day. An imbalanced diet and high intake of calorie-dense food problems that need attention to reduce obesity. These problems affect national economies by lowering productivity, increasing disability, raising health care expenses, and shortening life spans. Although, there are food calorie tracking applications available, however, existing apps are less engaging and to recognize Malaysian food due to its not versatile databases. This can be solved using game technologies. Hence, this study will propose mobile game model as a solution to the underlying problems. There are 4 phases in the method: expert validation, initial model, expert verification, and final model. The proposed parameters were validated by dietitians, and nutritionists. The model was verified by game experts. A low fidelity prototype was developed based on the proposed model to assist the expert verification process. The model was finalized based on the expert's feedback. The proposed game model resolves the limited recognition of Malaysian food and monitoring the food calories intake in an engaging way.
Journal of Computer Science and Technology Studies, 2023
The increase in the use of E-learning during the COVID-19 pandemic as a consequence of the call f... more The increase in the use of E-learning during the COVID-19 pandemic as a consequence of the call for Work From Home (WFH) is increasingly massive. In contrast to regular times, E-learning during the COVID-19 pandemic depends on available home resources. Technology plays an essential role in supporting the implementation of e-learning which must consider the resources available at home. This research is a systematic literature review using database sources from ScienceDirect and Emerald. The inclusion criteria are research that discusses e-learning in higher education during the COVID-19 pandemic (2019-2020) from a computer science perspective. An exclusion criterion is research examining e-learning in higher education from sources outside ScienceDirect. The search results from ScienceDirect obtained 518, and Emerald got 66 relevant articles. The next stage is reviewing abstracts and titles that focus on technology in e-learning on the lecturer and student side; We obtained 23 articles and then checked them in full text. This literature study shows that technology as a support for e-learning systems during the COVID-19 period in universities needs to consider the resources available at home, namely infrastructure and applications for students and teachers, for future work in the research of friendly e-learning technology to the availability of resources at home.
Proceeding of International Conference on Ummah 2022, 2022
This study aims to publish a gamification book and a mobile application for primary schools to le... more This study aims to publish a gamification book and a mobile application for primary schools to learn basic terminology in Information Technology that will help students learn more effectively. The target user of this study is primary school students. Results show that the top five game elements that should be designed in this mobile application are (i) Level; (ii) Achievements; (iii) Points; (iv) Rewards and (v) Collections. 85.2% of respondents prefer to use the Android app, followed by Windows and iOS respectively. This mobile application provides gamification elements to make the learning environment as in the game. Besides that, this mobile application has the multimedia element that can attract students to use it, such as the animation of moving images, videos, and quizzes among others. Findings show that most of the respondents agreed that the in-game directions are clear and easy to follow. There are eight topics of teaching and learning covered in this study. By using this mobile application, the students can learn in a fun and enjoyable way as well as improving student learning. In the end, the mobile application has been incorporated into a published version of the Gamification book, titled Siri Jelajah Teknologi (Asas Komputer) Bersama Siti & Tenno.
Learner characteristics are an essential element, in order to design and create an instructional ... more Learner characteristics are an essential element, in order to design and create an instructional platform/education/assessment according/customized to the target group. In this paper, types of learner characteristics that were using Massive Open Online Courses (MOOC) in the second language were discussed. Literature have emphasized on learner characteristic roles in enhancing learning. A mixed-method approach which involved both quantitative and qualitative research methods was adopted in this study. The results from the survey analysis revealed that the highest dimension among the eight learning styles was the visual learner at 76% while the result from the interview session was also visual (24.24%). The results from the survey analysis revealed that the highest dimension among the eight cognitive styles was thinking learner at 70%, while the result from the interview session was also thinking (21.95%). This study aimed to investigate learner characteristics using a Mandarin Massiv...
Evolutions in technology have changed the day-to-day especially in education.The ways of teaching... more Evolutions in technology have changed the day-to-day especially in education.The ways of teaching and learning have begun the same process.Only the methods can be varieties depends on the instructors.Nowadays, the interest-growing topic in education is about gamification.Various approach has been introduced through gamification to engage student learning but there is still criticism of gamification.Thus, this paper will present an analysis of the existing gamification elements applied in teaching and learning to enhance learning engagement.A survey of the literature was conducted to analyze the existing gamification elements applied in teaching and learning.A deep search of academic literature was undertaken includes books, journals, conference paper, articles, dissertations and theses. Suggestions on how to integrate gamification environment are also included in order to propose new model of engaging online student using gamification elements.
Buku ini menerangkan fungsi Adobe Photoshopyang mempunyai 20 alat atau tool yang digunakan untuk ... more Buku ini menerangkan fungsi Adobe Photoshopyang mempunyai 20 alat atau tool yang digunakan untuk mengecat, memilih dan mengedit imej. Malahan Photoshop juga turut berperanan dalam kerja penyuntingan imej yang digunakan oleh pereka bentuk untuk mencipta, megubah dan membetulkan apa-apa imej. Selain dari itu, Adobe Photoshop merupakan satu pakej perisian penyuntingan imej yang boleh digunakan oleh mereka yang mahir dalam pengeditan imej. Adobe Photoshop selalu digunakan untuk mengedit gambar, menyunting dan menghasilkan bentuk grafik yang menarik. Adobe Photoshop banyak membantu dalam kerja-kerja penerbitan seperti majalah, buku, surat khabar dan brosur pengiklanan. Buku ini banyak memuatkan kaedah-kaedah pengunaan Photoshop dengan menggunakan gambar dan ilustrasi yang bertujuan untuk membantu pembaca agar lebih mudah memahami cara Adobe Photoshop berfungsi.
The theory of Multiple Intelligences (MI) was used in this paper. This courseware provides multip... more The theory of Multiple Intelligences (MI) was used in this paper. This courseware provides multiple learning approaches that can achieve community colleges mission to provide a systematic and integrated education and training. There are at least seven types of intelligences that human possess. Objective: The objective of this paper is to evaluate the effectiveness of learning using MI Courseware. Methodology: The methodology used is based on the ADDIE teaching model that consists of five phases. An evaluation of MI Courseware has been completed by 42 students from Kolej Komuniti Masjid Tanah. Results: The findings revealed those items related to the MI courseware contents produced good responses. The results showed that the MI Courseware can help and enhanced student’s skills in Community College. Conclusion: Overall, the perception of respondents towards the MI Courseware was encouraging.
Multiple Intelligences (MI) are eight different ways to demonstrate intellectual ability. It is h... more Multiple Intelligences (MI) are eight different ways to demonstrate intellectual ability. It is how human learn best and apply to daily activities. The theory states that every human has at least two or more intelligences, for example, verbal-linguistic, logic-mathematic, intrapersonal, interpersonal, visual-spatial, musical, natural and existential intelligences. The objective of this paper is to identify and analyse the relationship between students’ intelligence and academic achievement among polytechnic students. The theories of MI are used in this study where the instrument used was Ujian Multiple Intelligence (UMI) which showed a positive correlation between their intelligence and academic achievement. The correlation for interpersonal, verbal-linguistic, bodily-kinesthetic, visual-spatial and musical is at a moderate rate while naturalistic, intrapersonal and logic-mathematic is weak. It is highly recommended that educators, although with minimal knowledge of Information Tech...
This paper addresses the designing of Online Multiple Intelligence (MI) Teaching Tools for Polyte... more This paper addresses the designing of Online Multiple Intelligence (MI) Teaching Tools for Polytechnic lecturers. These teaching tools can assist lecturers to create their own teaching materials without having any knowledge of Information Technology (IT) especially in programming. The theory of MI is used in this paper and this theory postulates that everybody has at least two or more intelligences. Multiple approaches embedded into a series of activities via online teaching tools must be implemented in order to achieve effective teaching and learning in the classroom. The objectives of this paper are to identify the relationship between the students self-perceived MI and their academic achievement in Polytechnic, and design online MI tools for teaching at Polytechnic. This paper also addressed the theoretical framework and MI teaching activities. The instrument used for this study was Ujian Multiple Intelligence (UMI). The results showed Polytechnic students have strength in Interp...
There are a few challenges for all lecturers to apply online teaching practices. Among the proble... more There are a few challenges for all lecturers to apply online teaching practices. Among the problems are preparing teaching materials for online learning and lack of motivation in teaching and learning using online tools. This study intends to determine whether teaching experience affect lecturers’ motivation in teaching online. The respondents consist of 149 lecturers from Jabatan Matematik dan Sains Komputer (JMSK) with different subject matter expertise. Teaching experience was assessed using a multiple choice question in demographics and the lecturer’s motivation was measured using four primary dimensions i.e., ease of use (EOU), usefulness (USE), enjoyment (E), and self-confidence (SC). In order to measure these four dimensions, measurement items were adapted from previous researchers. The Wilk’s Lambda within the Multivariate Tests shows the significance (p-value) is more than 0.05, which means that the lecturer’s motivation is not significantly affected by their prior experien...
Evolutions in technology have changed the day-to-day especially in education. The ways of teachin... more Evolutions in technology have changed the day-to-day especially in education. The ways of teaching and learning have begun the same process. Only the methods can be varieties depends on the instructors. Nowadays, the interest-growing topic in education is about gamification. Various approach has been introduced through gamification to engage student learning but there is still criticism of gamification. Thus, this paper will present an analysis of the existing gamification elements applied in teaching and learning to enhance learning engagement. A survey of the literature was conducted to analyze the existing gamification elements applied in teaching and learning. A deep search of academic literature was undertaken includes books, journals, conference paper, articles, dissertations and theses. Suggestions on how to integrate gamification environment are also included in order to propose new model of engaging online student using gamification elements.
As the world moves towards the Fourth Industrial Revolution, there is a need for formulations of ... more As the world moves towards the Fourth Industrial Revolution, there is a need for formulations of neurophysiological biomarkers that ensure the accuracy of the diagnosis of visual perception dysfunction in individuals with Autism Spectrum Disorder (ASD). Biomarkers of visual perception dysfunction in ASD using EEG complements behavioral methods of diagnosis and allows for a more direct assessment of the dysfunction, identifying rapid, implicit neural processes that are not revealed through behavioral measures alone. This paper aims to review the neural biomarkers of the five domains of visual perception dysfunction (visual discrimination (VD), visual spatial relations (VSR), visual form constancy (VFC), visual memory (VM) and visual closure (VC)) in individuals with ASD. This paper shall help researchers gain new insight into the current trends and progress in EEG methods in ASD and discover gaps in the subject literature. A systematic literature search on PubMed was conducted to rep...
A personalised learning environment (PLE) is focused on Web 2.0 tools as a way of integrating lea... more A personalised learning environment (PLE) is focused on Web 2.0 tools as a way of integrating learning processes in a digital and technologically dynamic environment. The PLE helps in the preparation of future teachers to lead the way in the development of educational approaches that encourage knowledge building. The PLE represents a new, wide-ranging evolution in educational practices by integrating information and communications technology (ICT) applications to create wall-free schools capable of meeting the demands of the information society. In this article, the authors overview a range of PLE tools based on Web 2.0 technologies. The main aim is to assist in the transformation of learning and teaching in higher education, and to prepare learners for future work in a dynamic context with a high degree of digital and technological influence. The key findings could be used as instructions for PLS tools to facilitate structured learning by both teachers and students
Massive Open Online Course (MOOC) provides an effective learning platform with various high-quali... more Massive Open Online Course (MOOC) provides an effective learning platform with various high-quality educational materials accessible to learners from all over the world. On the other hand, assessment plays an important role to improve student performance in MOOC learning. However, issues in assessment designs contribute to the lack of student engagement. Hence, a suitable assessment model should be developed to improve student performance in MOOC learning. This study proposes an adaptive self-assessment model based on learner characteristics to improve student performance in language learning using MOOC. A literature review was performed to identify existing learner characteristics, functional features in assessment and elements of learner characteristics. Four research questions have been constructed to assist the study. The results of the study are then used in formulating a conceptual model for an adaptive self-assessment based on MOOC functional features, and elements of students learning styles & cognitive styles. Based on the conceptual model, an adaptive self-assessment model for language learning was produced to build a complete learning design for Mandarin MOOC. The model was validated by two Subject Matter Experts (SMEs) and two Instructional Design Experts (IDEs) who contributed to the production of the complete learning design. The findings of this study are two folds: (i) a conceptual adaptive self-assessment model based on learner characteristics for improving student performance in MOOC learning, and (ii) an adaptive self-assessment model based on learner characteristics to improve language learning using MOOC. The proposed model is meant to guide MOOC developers in assessment design. A complete learning design for Mandarin MOOC that applies the proposed model has also been developed.
International Journal of Engineering and Advanced Technology, 2019
The interest in using video among individuals with autism spectrum disorder (ASD) has increased s... more The interest in using video among individuals with autism spectrum disorder (ASD) has increased significantly. By using video is able to engage them actively in social activities. Due to that, a deep attention in understanding the potential of video development has been a top priority. Integrating an instructional design video for learning process can help the students to pay more attention and understanding while learning in the classroom. The purpose of the study is to know the details of every part of the learning system process. It is important for features to improve the autism’s skill for better understanding while learning process happened. It would be more effective if ADDIE or Dick and Carey’s model as the framework develop this instructional design. Based on the results, the respondents are satisfied with the usage of video. The use of ICT needs to be enhanced to students with autism. The usage of the video under teacher super-vision and use of mind challenging videos.
Journal of Computer Science and Technology Studies
The increase in the use of E-learning during the COVID-19 pandemic as a consequence of the call f... more The increase in the use of E-learning during the COVID-19 pandemic as a consequence of the call for Work From Home (WFH) is increasingly massive. In contrast to regular times, E-learning during the COVID-19 pandemic depends on available home resources. Technology plays an essential role in supporting the implementation of e-learning which must consider the resources available at home. This research is a systematic literature review using database sources from ScienceDirect and Emerald. The inclusion criteria are research that discusses e-learning in higher education during the COVID-19 pandemic (2019-2020) from a computer science perspective. An exclusion criterion is research examining e-learning in higher education from sources outside ScienceDirect. The search results from ScienceDirect obtained 518, and Emerald got 66 relevant articles. The next stage is reviewing abstracts and titles that focus on technology in e-learning on the lecturer and student side; We obtained 23 article...
Urecol Journal. Part G: Multidisciplinary Research
Work from home is a way to reduce the development of the coronavirus termed COVID-19. In the worl... more Work from home is a way to reduce the development of the coronavirus termed COVID-19. In the world of education, we have been familiar with e-learning systems where learning is done with any time, any ware, anybody, and anyplace. Nevertheless, the readiness for implementation is not relaxed because there are technical and non-technical obstacles. There are four roles in e-learning wherein the role of instructor and student's role is the core, but the readiness of infrastructure and integration between systems is a problem in itself. The consequence of Work from home is to provide resources independently at home, with cost and geographical challenges. The development of E-learning 3.0, with its U-learning concept, gives a different dimension, especially in the use of cloud service provider applications. In this paper, the E-learning Service Framework is proposed by considering the results of a review of the LearningCube modeling, Interactive Mode Architecture, and Critical Succe...
Bulletin of Electrical Engineering and Informatics, 2023
Two important problems related to food consumption were reported in Malaysia: Malaysia was the si... more Two important problems related to food consumption were reported in Malaysia: Malaysia was the sixth rank in Asia for the highest adult obesity rate; and the United Nation reported that Malaysian consumed an average of 2,910 calories per day. An imbalanced diet and high intake of calorie-dense food problems that need attention to reduce obesity. These problems affect national economies by lowering productivity, increasing disability, raising health care expenses, and shortening life spans. Although, there are food calorie tracking applications available, however, existing apps are less engaging and to recognize Malaysian food due to its not versatile databases. This can be solved using game technologies. Hence, this study will propose mobile game model as a solution to the underlying problems. There are 4 phases in the method: expert validation, initial model, expert verification, and final model. The proposed parameters were validated by dietitians, and nutritionists. The model was verified by game experts. A low fidelity prototype was developed based on the proposed model to assist the expert verification process. The model was finalized based on the expert's feedback. The proposed game model resolves the limited recognition of Malaysian food and monitoring the food calories intake in an engaging way.
Journal of Computer Science and Technology Studies, 2023
The increase in the use of E-learning during the COVID-19 pandemic as a consequence of the call f... more The increase in the use of E-learning during the COVID-19 pandemic as a consequence of the call for Work From Home (WFH) is increasingly massive. In contrast to regular times, E-learning during the COVID-19 pandemic depends on available home resources. Technology plays an essential role in supporting the implementation of e-learning which must consider the resources available at home. This research is a systematic literature review using database sources from ScienceDirect and Emerald. The inclusion criteria are research that discusses e-learning in higher education during the COVID-19 pandemic (2019-2020) from a computer science perspective. An exclusion criterion is research examining e-learning in higher education from sources outside ScienceDirect. The search results from ScienceDirect obtained 518, and Emerald got 66 relevant articles. The next stage is reviewing abstracts and titles that focus on technology in e-learning on the lecturer and student side; We obtained 23 articles and then checked them in full text. This literature study shows that technology as a support for e-learning systems during the COVID-19 period in universities needs to consider the resources available at home, namely infrastructure and applications for students and teachers, for future work in the research of friendly e-learning technology to the availability of resources at home.
Proceeding of International Conference on Ummah 2022, 2022
This study aims to publish a gamification book and a mobile application for primary schools to le... more This study aims to publish a gamification book and a mobile application for primary schools to learn basic terminology in Information Technology that will help students learn more effectively. The target user of this study is primary school students. Results show that the top five game elements that should be designed in this mobile application are (i) Level; (ii) Achievements; (iii) Points; (iv) Rewards and (v) Collections. 85.2% of respondents prefer to use the Android app, followed by Windows and iOS respectively. This mobile application provides gamification elements to make the learning environment as in the game. Besides that, this mobile application has the multimedia element that can attract students to use it, such as the animation of moving images, videos, and quizzes among others. Findings show that most of the respondents agreed that the in-game directions are clear and easy to follow. There are eight topics of teaching and learning covered in this study. By using this mobile application, the students can learn in a fun and enjoyable way as well as improving student learning. In the end, the mobile application has been incorporated into a published version of the Gamification book, titled Siri Jelajah Teknologi (Asas Komputer) Bersama Siti & Tenno.
Learner characteristics are an essential element, in order to design and create an instructional ... more Learner characteristics are an essential element, in order to design and create an instructional platform/education/assessment according/customized to the target group. In this paper, types of learner characteristics that were using Massive Open Online Courses (MOOC) in the second language were discussed. Literature have emphasized on learner characteristic roles in enhancing learning. A mixed-method approach which involved both quantitative and qualitative research methods was adopted in this study. The results from the survey analysis revealed that the highest dimension among the eight learning styles was the visual learner at 76% while the result from the interview session was also visual (24.24%). The results from the survey analysis revealed that the highest dimension among the eight cognitive styles was thinking learner at 70%, while the result from the interview session was also thinking (21.95%). This study aimed to investigate learner characteristics using a Mandarin Massiv...
Evolutions in technology have changed the day-to-day especially in education.The ways of teaching... more Evolutions in technology have changed the day-to-day especially in education.The ways of teaching and learning have begun the same process.Only the methods can be varieties depends on the instructors.Nowadays, the interest-growing topic in education is about gamification.Various approach has been introduced through gamification to engage student learning but there is still criticism of gamification.Thus, this paper will present an analysis of the existing gamification elements applied in teaching and learning to enhance learning engagement.A survey of the literature was conducted to analyze the existing gamification elements applied in teaching and learning.A deep search of academic literature was undertaken includes books, journals, conference paper, articles, dissertations and theses. Suggestions on how to integrate gamification environment are also included in order to propose new model of engaging online student using gamification elements.
Buku ini menerangkan fungsi Adobe Photoshopyang mempunyai 20 alat atau tool yang digunakan untuk ... more Buku ini menerangkan fungsi Adobe Photoshopyang mempunyai 20 alat atau tool yang digunakan untuk mengecat, memilih dan mengedit imej. Malahan Photoshop juga turut berperanan dalam kerja penyuntingan imej yang digunakan oleh pereka bentuk untuk mencipta, megubah dan membetulkan apa-apa imej. Selain dari itu, Adobe Photoshop merupakan satu pakej perisian penyuntingan imej yang boleh digunakan oleh mereka yang mahir dalam pengeditan imej. Adobe Photoshop selalu digunakan untuk mengedit gambar, menyunting dan menghasilkan bentuk grafik yang menarik. Adobe Photoshop banyak membantu dalam kerja-kerja penerbitan seperti majalah, buku, surat khabar dan brosur pengiklanan. Buku ini banyak memuatkan kaedah-kaedah pengunaan Photoshop dengan menggunakan gambar dan ilustrasi yang bertujuan untuk membantu pembaca agar lebih mudah memahami cara Adobe Photoshop berfungsi.
The theory of Multiple Intelligences (MI) was used in this paper. This courseware provides multip... more The theory of Multiple Intelligences (MI) was used in this paper. This courseware provides multiple learning approaches that can achieve community colleges mission to provide a systematic and integrated education and training. There are at least seven types of intelligences that human possess. Objective: The objective of this paper is to evaluate the effectiveness of learning using MI Courseware. Methodology: The methodology used is based on the ADDIE teaching model that consists of five phases. An evaluation of MI Courseware has been completed by 42 students from Kolej Komuniti Masjid Tanah. Results: The findings revealed those items related to the MI courseware contents produced good responses. The results showed that the MI Courseware can help and enhanced student’s skills in Community College. Conclusion: Overall, the perception of respondents towards the MI Courseware was encouraging.
Multiple Intelligences (MI) are eight different ways to demonstrate intellectual ability. It is h... more Multiple Intelligences (MI) are eight different ways to demonstrate intellectual ability. It is how human learn best and apply to daily activities. The theory states that every human has at least two or more intelligences, for example, verbal-linguistic, logic-mathematic, intrapersonal, interpersonal, visual-spatial, musical, natural and existential intelligences. The objective of this paper is to identify and analyse the relationship between students’ intelligence and academic achievement among polytechnic students. The theories of MI are used in this study where the instrument used was Ujian Multiple Intelligence (UMI) which showed a positive correlation between their intelligence and academic achievement. The correlation for interpersonal, verbal-linguistic, bodily-kinesthetic, visual-spatial and musical is at a moderate rate while naturalistic, intrapersonal and logic-mathematic is weak. It is highly recommended that educators, although with minimal knowledge of Information Tech...
This paper addresses the designing of Online Multiple Intelligence (MI) Teaching Tools for Polyte... more This paper addresses the designing of Online Multiple Intelligence (MI) Teaching Tools for Polytechnic lecturers. These teaching tools can assist lecturers to create their own teaching materials without having any knowledge of Information Technology (IT) especially in programming. The theory of MI is used in this paper and this theory postulates that everybody has at least two or more intelligences. Multiple approaches embedded into a series of activities via online teaching tools must be implemented in order to achieve effective teaching and learning in the classroom. The objectives of this paper are to identify the relationship between the students self-perceived MI and their academic achievement in Polytechnic, and design online MI tools for teaching at Polytechnic. This paper also addressed the theoretical framework and MI teaching activities. The instrument used for this study was Ujian Multiple Intelligence (UMI). The results showed Polytechnic students have strength in Interp...
There are a few challenges for all lecturers to apply online teaching practices. Among the proble... more There are a few challenges for all lecturers to apply online teaching practices. Among the problems are preparing teaching materials for online learning and lack of motivation in teaching and learning using online tools. This study intends to determine whether teaching experience affect lecturers’ motivation in teaching online. The respondents consist of 149 lecturers from Jabatan Matematik dan Sains Komputer (JMSK) with different subject matter expertise. Teaching experience was assessed using a multiple choice question in demographics and the lecturer’s motivation was measured using four primary dimensions i.e., ease of use (EOU), usefulness (USE), enjoyment (E), and self-confidence (SC). In order to measure these four dimensions, measurement items were adapted from previous researchers. The Wilk’s Lambda within the Multivariate Tests shows the significance (p-value) is more than 0.05, which means that the lecturer’s motivation is not significantly affected by their prior experien...
Evolutions in technology have changed the day-to-day especially in education. The ways of teachin... more Evolutions in technology have changed the day-to-day especially in education. The ways of teaching and learning have begun the same process. Only the methods can be varieties depends on the instructors. Nowadays, the interest-growing topic in education is about gamification. Various approach has been introduced through gamification to engage student learning but there is still criticism of gamification. Thus, this paper will present an analysis of the existing gamification elements applied in teaching and learning to enhance learning engagement. A survey of the literature was conducted to analyze the existing gamification elements applied in teaching and learning. A deep search of academic literature was undertaken includes books, journals, conference paper, articles, dissertations and theses. Suggestions on how to integrate gamification environment are also included in order to propose new model of engaging online student using gamification elements.
The successful content is the most significant issue in MOOC the realm of language learning such ... more The successful content is the most significant issue in MOOC the realm of language learning such as lack of studies focusing on the effectiveness model of fully online language learning. Most existing researches were conducted for face-to-face and blended learning modes. Effectiveness is an important to factor for successful MOOC. Existing studies also mostly focus only on student perspective for effective learning design models. Therefore, this study analyzed students’ perspective on an effective learning design model based on learner’s characteristics and their performance in a language courses. A survey method has been used to collect data and analyses the students’ perspectives after complete the language course. A Partial Least Squares Structural Equation Modeling (PLS-SEM) was used to answer research questions. The survey was conducted online involving 130 respondents after completing the Mandarin MOOC course. The findings show that visual, active, thinking and intuitive dimensions contribute to the effectiveness design model that shows improvement in student performance for all construct: learnability, effectiveness, ease to use, interactivity and satisfaction.
Proceedings of the International University Carnival on e-Learning 2019, 2019
Learning disabilities are a problem that influences the brain's capacity to receive, process, ana... more Learning disabilities are a problem that influences the brain's capacity to receive, process, analyze, and store information. These processing issues can interfere with learning fundamental abilities, especially for math. Fortunately, different approaches and methods in teaching and learning can improve students with learning disabilities to understand and know to count basic mathematic operations. This study focuses on the development of mobile game applications based online method to help student with learning disabilities understand basic mathematic operational especially addition and subtraction problem.
Every student has his or her thinking skills and understands a lesson in
a different way. The cha... more Every student has his or her thinking skills and understands a lesson in a different way. The change of the current technology will facilitate educators in preparing teaching activities to cater to the needs of the students. The type of the technology used is not as important as compared to the opportunity given to the students to use their intelligence in the classroom. Thus, the student will become more active and receptive to his or her learning. The theory of Multiple Intelligences (MI) is discussed in this book to verify whether MI has any impact on the teaching and learning in the classroom. This book focuses on facilitating educators by providing teaching aids based on MI activities. Thus, the educators can reduce the preparation time for the teaching aids. Indirectly, this can motivate the educators to apply online learning and attract students’ attention. In the end, academic achievement for the students can be improved and educators will be motivated to teach in the classroom via online. Each of the student is unique and has different ways of thinking and learning. This also applies to students in technical educations who have different potential and intelligences. Educators also have a variety of teaching styles that are closely related to students’ learning styles. Therefore, educators need to provide a variety of teaching approaches that match the intelligence of the students in the class. This book, then, is focusing on teaching tools utilized by all educators. Nowadays, the exposure to the appropriate technology should combine all materials, strategies and adopted current technology. Educators need to provide an effective teaching and quality classroom activities for their students. This will affect the style of learning and students’ perception to the tools used by the educators.
Nowadays, gameful design or gamification has become most recent topic for learning and teaching. ... more Nowadays, gameful design or gamification has become most recent topic for learning and teaching. In this study discuss the gameful design in varies platform of learning to enhance the learning engagement. Gamification is designed as a tool which currently introduced as a new approach to enhance present learning also contributes for increasing of students understanding. By applying game mechanics and dynamics to this varieties of learning we can see a diverse of student performance. In order to engage student learning, the gamification method was used, which contained game elements and game design methods in a non-game context. Furthermore, using this method can help to improve learning engagement, suit learners' learning style, and provide more adaptive learning. This gamification method has been used by researchers since a few years ago.
The proliferation of Information and Communication Technology (ICT) has transformed the way human... more The proliferation of Information and Communication Technology (ICT) has transformed the way human communicate, create, disseminate, and manage information. ICT has shaped human behavior in all aspects, starting from personal and group communication, and become an integrated element in humans’ lives. As we embrace ICT technological advancement, it is important to develop a better collective understanding of how technological advancement may change human behavior. Likewise, studies on the behavior of people who use the technology will facilitate an enriched understanding on the ways that may impact a better use of the ICT technology. It involves looking at the ICT technology through human-centered lens, in order to deliver human needs when designing the ICT.
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Papers by Ts. Dr. Siti Nurul Mahfuzah Mohamad
information. These processing issues can interfere with learning fundamental abilities, especially for math. Fortunately,
different approaches and methods in teaching and learning can improve students with learning disabilities to
understand and know to count basic mathematic operations. This study focuses on the development of mobile game
applications based online method to help student with learning disabilities understand basic mathematic operational
especially addition and subtraction problem.
a different way. The change of the current technology will facilitate
educators in preparing teaching activities to cater to the needs of the
students. The type of the technology used is not as important as compared to the opportunity given to the students to use their intelligence in the classroom. Thus, the student will become more active and receptive to his or her learning.
The theory of Multiple Intelligences (MI) is discussed in this book to verify
whether MI has any impact on the teaching and learning in the classroom.
This book focuses on facilitating educators by providing teaching aids based on MI activities. Thus, the educators can reduce the preparation time for the teaching aids. Indirectly, this can motivate the educators to apply online learning and attract students’ attention. In the end, academic achievement for the students can be improved and educators will be motivated to teach in the classroom via online.
Each of the student is unique and has different ways of thinking
and learning. This also applies to students in technical educations who
have different potential and intelligences. Educators also have a variety of
teaching styles that are closely related to students’ learning styles. Therefore, educators need to provide a variety of teaching approaches that match the intelligence of the students in the class. This book, then, is focusing on teaching tools utilized by all educators.
Nowadays, the exposure to the appropriate technology should
combine all materials, strategies and adopted current technology. Educators need to provide an effective teaching and quality classroom activities for their students. This will affect the style of learning and students’ perception to the tools used by the educators.