4 research outputs found

    Domain Penentu Kelesuan Zoom Dalam Kalangan Pelajar Prasiswazah Universiti Awam

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    Pelajar prasiswazah tidak terkecuali menggunakan peranti digital semasa mengikuti pengajaran dan pembelajaran (PdP) sewaktu pandemik COVID-19. Situasi ini telah memberi pelbagai isu terhadap fisiologi dan mental pelajar kerana peralihan pendekatan pengajaran dan pembelajaran secara tradisional kepada atas talian. Tumpuan yang terlalu lama menggunakan peranti digital dalam PdP telah mendatangkan kelesuan pada fizikal dan mental pelajar. Kajian ini bertujuan mengenalpasti hubungan lima domain kelesuan ZOOM (umum; visual, sosial, motivasi, emosi) dalam kalangan pelajar prasiswazah (n=215). Kajian keratan rentas telah dijalankan menggunakan skala “ZOOM & Exhaustion Fatigue” (ZEF)(Fauville et al., 2021) mengandungi 15 items digunakan untuk mengutip data bagi kelesuan umum; visual, sosial, motivasi, dan emosi. kelesuan ZOOM. Analisis korelasi Pearson dilaksanakan bagi melihat hubungan bagi domain kelesuan umum; visual, sosial, motivasi, dan emosi. Hasil kajian mendapat terdapat hubungan yang kuat hingga sederhana bagi kelima-lima domain kelesuan ZOOM. Dapatan ini dapat membantu meningkatkan kesedaran kesan kelesuan ZOOM terhadap fizikal dan psikologi pelajar. Selain dari itu, kajian ini boleh membantu untuk memperkenalkan langkah-langkah bagi membuat penyesuaian menjalani PdP atas talian dalam kalangan pelajar

    Unveiling Opium Knowledge Level: A Gender-Based Analysis Among Tertiary Students

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    The surge in opioid abuse has significantly impacted the general population, particularly affecting tertiary students. Opium misuse within this demographic presents a complex challenge influenced by various social, psychological, and environmental factors. Addressing this research gap, the study investigates the knowledge of opium-type drugs (opiate, heroin, morphine, and oxycodone) among tertiary students, with a specific focus on gender differences. Using a cross-sectional research design and a quantitative approach, data were collected from 296 tertiary students through Google Forms. Descriptive analysis, employing percentages and frequencies, revealed intriguing patterns in knowledge and lack of knowledge across genders regarding various opium drugs. In the opiates category, females demonstrate a slightly higher knowledge percentage (42.9%) compared to males (40.2%). Conversely, females show a significantly higher lack of knowledge about LSD (33.1%) compared to males (22.3%). Regarding heroin, males display a slightly higher knowledge percentage (43.2%) than females (40.9%); nevertheless, females have a notably higher lack of knowledge about heroin (10.1%) compared to males (5.8%). Knowledge about morphine is comparable between males (42.6%) and females (41.2%), but females exhibit a slightly higher lack of knowledge (9.8%) compared to males (6.4%). In the case of oxycodone, males exhibit a significantly higher knowledge percentage (16.2%) than females (9.1%); however, females show a notably higher lack of knowledge (41.9%) compared to males (32.8%). The analysis underscores diverse knowledge patterns among genders, emphasizing the need for targeted educational interventions. Overall, the study concludes that the knowledge level concerning opiates, heroin, and morphine is robust, shaped by widespread information dissemination, educational initiatives, and the involvement of healthcare professionals, collectively enhancing public awareness

    USABILITY EVALUATION OF A DESKTOP VIRTUAL REALITY PROTOTYPE (DVRP) COURSEWARE TO ENHANCE KNOWLEDGE ON DRUG ABUSE

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    Evaluation is a way to measure the usability of a computer-based system. Usability is the ability to carry out tasks effectively, efficiently and with satisfaction. Usability is the extent to which users can use a computer system to achieve specified goals effectively and efficiently while promoting feelings of satisfaction in a given context of use. It can be broadly defined as “ease of useâ€, and “usefulnessâ€. This study aims to evaluate the usability, of the Desktop Virtual Reality Prototype (DVRP) courseware in enhancing knowledge on drug abuse among student teachers in a Teacher Education Institution. A total of 35 student-teachers were identified through simple random method to evaluate the usability of DVRP. In order to assess the usability of the DVRP courseware, the USE Questionnaire (Lund, 2001) was employed. USE stands for Usefulness, Satisfaction, and Ease of use. The results of this study on the usability show that the uses are very positive using the DVRP courseware and very effective and efficient to be used to enhance knowledge on drug abuse

    “Talking Phonics for Autism”: Developing A Multi-Purpose Touch Screen Technology Software Application Which Utilizes Sound Articulation Point to Teach Autistic Children

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    This paper aims to examine the potentials of the multi-purpose touch screen technology application which utilizes a sound articulation point software called "TALKING PHONICS FOR AUTISM"as an alternative method of teaching phonics to autistic children. "TALKING PHONICS FOR AUTISM"is developed via a collaborative effort between the Centre of International Languages (CIL) and the School of Human Development and techno Communication (iKOM), University Malaysia Perlis (UniMAP). The reading skills of autism children are developed intofive (5) levels ofMalay reading comprehension skills. The first level consists of open syllables - vowels and consonants. The following consecutivethree levels comprised of closed syllables. The fourth level introduces vocal sequence while the fifth level constitutes of Malay language loans. The Malay-language dialect phonological theory by Tajul Aripin Kassin (2000) which is based on Clements &Keysher's (1980) Generative Booking Generic Fonology Model (CV) forms the theorectical framework of this paper
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