7 research outputs found

    A FRAMEWORK FOR DEVELOPMENT OF SOCIAL NETWORKING SITE SKILL AMONG RURAL WOMEN COMMUNITIES

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    Purpose: A Social Networking Site (also social networking service or social media) is a platform to make people connected and share anything about them. The purpose of this research to construct a framework for the Development of Social Networking Site Skill to help women in rural areas to face the growth of ICT. This paper discusses how the proposed framework can help them to develop their skills of marketing using the SNS. This kind of effort, hopefully could empower the targeted marginalized group with the knowledge of information engineering, increase their awareness and utilization of ICT in their everyday actions. Methodology: The data obtained are the result of on-going projects in Setiu Wetlands, Terengganu.  Community rural women in Setiu Wetlands are respondent for this study. A total of 30 people (identified as women entrepreneurs) were respondents and profile data was preliminary studies about the skills and existing ICT literacy and internet use. Main Findings: Based on profiling data that have been collected, a framework for the development of skills in using social media as a business medium has been developed. Implications/Applications: The framework developed is expected to produce successful entrepreneurs from rural women communities. The entrepreneur will be an example to other women. This effort also is expected to help rural women community can improve the living standards of their families

    Ontology-Based Question Answering System in Restricted Domain

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    The complexity of natural language presents difficult challenges that traditional Questions and Answers (Q&A) system such as Frequently Asked Questions, relied on the collective predefined questions and answers, unable to address. Traditional Q&A system is unable to retrieve exact answer in response to different kind of natural language questions asked by the user. Therefore, this paper aims to present an architecture of Ontology-based Question Answering (OQA) system, applied to library domain. The main task of OQA system is to parse question expressed in natural language with respect to restricted domain ontology and retrieve the matched answer. Restricted ontology model is designed as a knowledge base to assist the process based on the effective information derived from the questions. In addition, ontology matching algorithm is developed to deal with the questionanswer matching process. A case study is taken from the library of Sultanah Nur Zahirah of Universiti Malaysia Terengganu. A prototype of Sultanah Nur Zahirah Digital Learning ONtologybased FAQ System (SONFAQS) is developed. The experimental result shows that the architecture is feasible and significantly improves man-machine interaction by shortening the searching time

    Influence of Gamification on Students’ Motivation in using E-Learning Applications Based on the Motivational Design Model

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    Students’ motivation is an important factor in ensuring the success of e-learning implementation. In order to ensure students is motivated to use e-learning, motivational design has been used during the development process of e-learning applications. The use of gamification in learning context can help to increase student motivation. The ARCS+G model of motivational design is used as a guide for the gamification of learning. This study focuses on the influence of gamification on students’ motivation in using e-learning applications based on the ARCS+G model. Data from the Instructional Materials Motivation Scale used, were gathered and analysed for comparison of two groups (one control and one experimental) in attention, relevance, confidence, and satisfaction categories. Based on analysis of the result, students from the experimental group are more motivated to use e-learning applications compared with the controlled group. This proves that gamification affect students’ motivation when used in e-learning applications
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