59 research outputs found

    Development Of Geobot Games in Teaching and Facilitation of Form Four Geographical Skills Topics

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    The suitability of Teaching and Facilitation Strategies (PDPc) will be able to create effective and fun learning for students in schools where the ability of teachers to plan and implement various PdPc strategies is able to optimize a learning session. PDPc's student -centered strategy can provide opportunities for students to submit opinions, cultivate the attitude of always seeking knowledge and learning throughout life. Student -centered learning that requires the active involvement of students in finding and investigating problems, constructing hypotheses, designing experiments, collecting data as well as drawing conclusions to solve problems can be implemented through game -based learning. While the teacher only acts as a facilitator. This study is a design and development research using the ADDIE Model. Findings show that the implementation of the ADDIE Model in the development of Geobot Game Module makes the development of modules can be carried out systematically and produce modules relevant to the Secondary School Standard Curriculum for Geography form four set by the Ministry of Education Malaysia

    Parenting Styles of The Kadazandusun Community in Rural Areas of Sabah in Ensuring Child’s Success in School

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    Today, many KadazanDusun children who live in rural areas, whose parents are without educational background and earn a living as farmers, have successfully entered public tertiary level education institutions (IPTA) or private tertiary level education institutions (IPTS). This development has prompted this study to identify the parenting styles involved in ensuring the success of children in school and thus succeeding in furthering to tertiary level. For data collection, this study choses the qualitative approach. Thus, to obtain the required data, interviews were carried out with parents who have more than one child studying at IPTA/IPTS, self-employed in their hometown and had no opportunity to formal education. The respondents were chosen through purposive and snowball selection. The findings show that both authoritarian and authoritative parenting styles are practiced by the KadazanDusun parents in ensuring that children are successful in school. The children who were also interviewed agreed these styles are practiced because of the difficulties in the parents’ lives due to the lack of good education. Therefore, the parents want to ensure their children to succeed in their education for a better future. The parents do not want their economic problems which they are facing now to be inherited by their children

    Etymology of the Term “Dusun” from Literature Perspectives of Old Written Record

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    For a long time, the term "Dusun" has captivated our curiosity. Its origin is unmistakably an exonym. However, few people have written about it, synthesized it, or can explain it in depth. Thanks to advances in information technology, now it is possible to assemble documents or record about historical Borneo from diverse sources around the world. The tasks of collecting historical materials from the colonial of a bygone era has become easier. Due to this, it is a good time to explore a fresh perspective on the historical phases of this ethnic category. To describe the evolution of the phrase, the study includes explorers' journals, semi autobiographies, historical sources, and other written scientific studies

    A Framework for assessing the effectiveness of robotic game module on conceptual understanding and earthquake readiness among school students

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    The risk of earthquake disasters has caused many countries to conduct studies to develop a common strategy to deal with the disaster in order to save lives and property. It is important for all parties to be better prepared for future hazards, learning from past events which must be identified, shared and applied. This situation shows that there is a need for an earthquake education, especially for school students because they are a group that is very vulnerable to the risk of earthquake disasters at school. In this context, a deep understanding of earthquakes and readiness is an important element in the context of earthquake education. Therefore, various strategies, approaches and methods have been proposed based on 21st century technology. Learning methods based on robot games are among the methods that are able to teach students about earthquakes more effectively. Thus, this article aims to presents a conceptual framework for evaluating the effectiveness of a robotic game module on conceptual understanding and earthquake readiness among school students, based on a comprehensive review of relevant literature and theories. This study indicate that students' understanding of earthquakes and their readiness are less than satisfactory. Hence, this study is further to fill the research gaps and add a new field of knowledge through the formation of the conceptual framework in order to teach and help in preparing students that is earthquake literate

    Gaming Preferences and Personality among School Students

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    Gaming has vastly developed into numerous genres; nonetheless, most studies in the literature emphasize the violent genre only. Therefore, this study was conducted to investigate the relationship between personality and gaming preferences among school students. This study also aims to investigate the difference in the time spent on gaming based on gender. The third objective involves examining the differences in frequency in playing a video game based on age. The sample group comprised 420 school students aged between 12 and 17 years old, including hardcore and casual gamers. The online survey was conducted using Google Forms, and the participants were requested to answer the demographic questionnaire, Big Five Inventory, and Gaming Preferences Questionnaire. The obtained data were analyzed using SPSS 26.0 software for general descriptive statistics. The results show that there was a significant relationship between gaming preferences roleplaying game (RPG), combat, online, and music genres) and personality (extraversion, agreeableness, conscientious, neuroticism, and openness). The results also indicate a difference between gender and the number of hours spent on gaming, but no such difference existed between age and the frequency of playing games. From the psychological perspective, gaming preference is related to their personality and influences the behavior of children and overall health in daily life

    Penerimaan Penggunaan Mobile Learning di kalangan Pelajar Tingkatan 6 dalam Mata Pelajaran Geografi

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    Kajian ini dilaksanakan untuk melihat penerimaan terhadap penggunaan mobile learning di kalangan pelajar tingkatan 6 dalam mata pelajaran geografi. Kaedah kuantitatif digunakan dalam kajian ini yang melibatkan sebuah pusat tingkatan 6 yang terletak di daerah Kota Kinabalu, Sabah seramai 137 orang pelajar. Semua pelajar yang mengambil mata pelajaran geografi telah diambil sebagai sampel kajian. Borang soal selidik digunakan sebagai instrumen dalam kajian ini yang telah diubahsuai dan dirujuk daripada Technology Acceptance Model (TAM) untuk menentukan tahap penerimaan terhadap penggunaan mobile learning di kalangan pelajar tingkatan 6 dalam mata pelajaran Geografi. Hasil daripada analisis statistik menunjukkan bahawa tahap penerimaan pelajar terhadap mobile learning berada di tahap yang tinggi

    Students’ perceptions about the Use of Minimalist Robotic Game in Geography Education

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    Recent trends show the number of students studying geography in upper secondary school is declining. Among the reasons identified is that geography is perceived as a very tedious and difficult subject to study. With the rapid development of technology in the twenty-first century, the use of multi-media tools and technologies in education have given a new dimension to the process of teaching and learning. One of the most widely used technological tool is robots. Therefore, this study was conducted to evaluate the perceptions of high school students who are using minimalist robotic games for teaching and learning activities in Geography. Qualitative research methods were used to collect the research data. In total there are 15 groups of students participating in the Science Technology Engineering and Mathematics (STEM) Education Carnival; each group consists of three to six members who have created a minimalist robot game for the subject of Science, Mathematics and Social Sciences. However, there are only two groups of students consisting of two male and four female students who created games for Geography. Therefore, a purposive sampling method was used to select students from these two groups. Six students who participated in the development of a minimalist robotic game for Geography in the STEM education carnival were selected and interviewed. Semi-structured interviews were conducted at the end of the carnival. The data analysis of the interview shows five out of six students had a very positive perception of using minimalist robotics in Geography education. In addition, this study also showed that the use of minimalist robotics in the teaching and learning of Geography also changed the interest and attitudes of students towards learning Geography. The application of minimalist robotics also enhances students' intrinsic motivation to study Geography. implications of this study suggest that minimalist robotics games are an alternative technology teacher can integrate into teaching and learning activities for Geography in schools to enhance students’ interest in learning about this subject

    Students’ perceptions about the use of minimalist robotic games in geography education

    Get PDF
    Recent trends show the number of students studying geography in upper secondary school is declining. Among the reasons identified is that geography is perceived as a very tedious and difficult subject to study. With the rapid development of technology in the twenty-first century, the use of multi-media tools and technologies in education have given a new dimension to the process of teaching and learning. One of the most widely used technological tool is robots. Therefore, this study was conducted to evaluate the perceptions of high school students who are using minimalist robotic games for teaching and learning activities in Geography. Qualitative research methods were used to collect the research data. In total there are 15 groups of students participating in the Science Technology Engineering and Mathematics (STEM) Education Carnival; each group consists of three to six members who have created a minimalist robot game for the subject of Science, Mathematics and Social Sciences. However, there are only two groups of students consisting of two male and four female students who created games for Geography. Therefore, a purposive sampling method was used to select students from these two groups. Six students who participated in the development of a minimalist robotic game for Geography in the STEM education carnival were selected and interviewed. Semi-structured interviews were conducted at the end of the carnival. The data analysis of the interview shows five out of six students had a very positive perception of using minimalist robotics in Geography education. In addition, this study also showed that the use of minimalist robotics in the teaching and learning of Geography also changed the interest and attitudes of students towards learning Geography. The application of minimalist robotics also enhances students' intrinsic motivation to study Geography. implications of this study suggest that minimalist robotics games are an alternative technology teacher can integrate into teaching and learning activities for Geography in schools to enhance students’ interest in learning about this subject

    Burnout among secondary school teachers in Malaysia Sabah

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    The purpose of this study was to identify the relationship between burnout among urban and rural secondary school teachers in Sabah. The study involved 114 teachers currently working in five urban secondary schools in Kota Kinabalu district and five rural secondary schools in Kota Belud district, Sabah. This is a quantitative study in the form of a survey with two (2) questionnaires. Part A contains demographic data while the second part B contains 22 Burnout measurement items using the second version of the Burnout Maslach Inventory (MBI) used to collect instrument data. They were then analyzed using descriptive and t-test to compare two groups. The results of this study indicate that aspects of teacher personalization need to be taken into account as this study clearly shows that there are significant differences between teachers in urban and rural areas. The survey data also showed that rural teachers experienced moderate personalization

    Emotional Intelligence and Psychological Well-Being of Rural Poor School Students In Sabah, Malaysia

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    Mental health disorders are major causes of disability to those affected, their families and the wider society. Absence of mental illness, or ambitiously, the presence of psychological well-being is key to the optimal functioning of individuals, for them to lead fuller lives and essential for them to contribute actively to society. Some studies have explored the links between psychological well-being and emotional intelligence. However, no such study has focussed on rural, and more often than not, poor students. Our study looked at the effects of emotional intelligence on the psychological well-being of rural poor students in Sabah, Malaysia. It was a cross-sectional study of 430 students. We found that 73% and 90% of the rural students rated their emotional intelligence and psychological well-being as moderate respectively. Regression analysis showed that emotional intelligence could predict one’s psychological well-being. We suggest further research into the differences between school students and school dropouts, and between urban and rural poor students
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