38 research outputs found

    Kesan perisian realiti berperantara berasaskan pendekatan inkuiri dalam pembelajaran sains

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    This study aims to investigate the effects of Augmented Reality (AR) software integrated with POE Inquiry based approach and Cognitive Theory of Multimedia Learning design principles toward spatial visualization ability and achievement in science. This study also investigates student interaction with the AR system and their corresponding correlations to spatial visualization ability and achievement in science. A pre-experimental one group pretest-posttest research design was employed with 34 grade 5 elementary school students as respondents, which consists of students with high spatial visualization abilities (KVST) and low spatial visualization abilities (KVSR). The findings revealed that learning through the AR software was effective to enhance students’ spatial visualization ability and achievement in science. The results of the t test analysis of students’ pre- and posttest scores on both tests demonstrate significant improvements in their mental rotation test (t = 19.795, p < 0.05) and achievement in science (t = 24.801, p < 0.05). Moreover, the findings also suggest that there exists a significant difference between the KVST and KVSR groups in terms of spatial visualization ability (t = 6.592, p < 0.05) and achievement in science (t = 2.419, p < 0.05), before and after the treatment session. The results of the content analysis towards student interaction with the AR software demonstrates that turning the AR markers, inspecting the AR elements and commenting on the AR elements are recorded the highest number of interactions compared to others. Results from a Spearman correlation analysis show that there are nine interactions that have significant correlations with spatial visualization ability and achievement in science among the KVST and KVSR students, with the correlation direction of each relationship is positive. Finally, a framework for KVST and KVSR students in learning through the AR software was developed through data mining analysis using a decision tree technique. This framework recommends a series of guidelines that can further enhance students’ spatial visualization ability and achievement in science through the application of AR in learning

    Foodie – Homemade food ordering application for food business

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    The COVID-19 outbreak had seen the beginning in Malaysia of several new home kitchens and handmade food ordering systems. As the lockdown led to massive job losses and one of the greatest hits was the restaurant industry, some shifted to online catering and food delivery to feed a growing population for home-delivered food in the middle of the lockdown. The project aims to design and develop a homemade food ordering application for a homemade food business that can help the new entrepreneur to solve the following problem occurred likes the lack of resources to develop a food order application, time-consuming for the consumer to order homemade food by ordering face to face, and food safety and health concerns become higher in the pandemic outbreak

    Engaging learning with game on food and nutrition for pre-school children / Cassandra Yen Pei Ying, Danakorn Nincarean Eh Phon and Mohd Faaizie Darmawan

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    With the growing rates of children obesity and concerns on the related health consequences, the awareness in transforming children’s eating habits to a healthier direction to reduce their threat of developing diet-related disease during adulthood has been growing in recent years. Recent evidence suggests that a game-based approaches have a potential in health and wellbeing sector. This research is conducted based on two main aspects: development of game application on food and nutrition for pre-school children and evaluation involving users on the usability of the developed game. This game application has been developed based on the ADDIE model which consist of five phases, Analysis, Design, Develop, Implementation and Evaluation. The usability evaluation on the game application involved children in early ages. The genre of the games is based on platform and it is a single-player game that contains three modules: food pyramid, healthy maze, and my plate. For the usability, the game application received positive feedbacks from the users where they gain some knowledge and enjoy playing the game. This finding provides a valuable knowledge to the design and development of the game application in food and nutritions sector

    Business-IT Alignment through Enterprise Architecture in a Strategic Alignment Dimension: A Review

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    Business-IT Alignment (BITA) refers to the fit between business and IT strategy. BITA is important for realizing the achievement of organizational goals, enhancing performance, and gaining competitive advantage in an organization. BITA is a crucial concern for organizations and remains a top topic from the perspective of business executives. BITA can be realized through Enterprise Architecture (EA), which is a comprehensive and holistic instrument for managing and maintaining BITA. However, despite numerous literature studies on the BITA model or framework through EA, the research is currently more focused on technology planning than strategic planning. Meanwhile, strategic planning is the most crucial challenge of the EA framework because it is the embodiment of BITA in the strategic alignment dimension. The current study aims to conduct a literature review of BITA through EA in the strategic alignment dimension. This literature study resulted in 25 out of 100 papers and classified into five strategic alignments. The review identified 25 relevant papers out of 100 and categorized them into five strategic alignments. The study's contributions include solutions in the form of stages for developing strategic alignment through EA based on business strategy models. The five stages are as follows: 1) Identification of vision, mission, and goals; 2) SWOT-based strategy analysis; 3) BSC-based strategy mapping; 4) BPMN-based business process mapping; and 5) Determination of IS/IT. This study's impact on further research is that it can be used as a basis for developing BITA through EA, based on the five stages identified

    Business-IT Alignment through Enterprise Architecture in a Strategic Alignment Dimension: A Review

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    Business-IT Alignment (BITA) refers to the fit between business and IT strategy. BITA is important for realizing the achievement of organizational goals, enhancing performance, and gaining competitive advantage in an organization. BITA is a crucial concern for organizations and remains a top topic from the perspective of business executives. BITA can be realized through Enterprise Architecture (EA), which is a comprehensive and holistic instrument for managing and maintaining BITA. However, despite numerous literature studies on the BITA model or framework through EA, the research is currently more focused on technology planning than strategic planning. Meanwhile, strategic planning is the most crucial challenge of the EA framework because it is the embodiment of BITA in the strategic alignment dimension. The current study aims to conduct a literature review of BITA through EA in the strategic alignment dimension. This literature study resulted in 25 out of 100 papers and classified into five strategic alignments. The review identified 25 relevant papers out of 100 and categorized them into five strategic alignments. The study's contributions include solutions in the form of stages for developing strategic alignment through EA based on business strategy models. The five stages are as follows: 1) Identification of vision, mission, and goals; 2) SWOT-based strategy analysis; 3) BSC-based strategy mapping; 4) BPMN-based business process mapping; and 5) Determination of IS/IT. This study's impact on further research is that it can be used as a basis for developing BITA through EA, based on the five stages identified

    Self-Recovery in Fragile Image Watermarking Using Integer Wavelet Transform

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    The growth of internet technology makes digital images can be easily distributed and modified to change image information. This research proposes fragile image watermarking based on LSB Adjustment on integer wavelet transform. This study focuses on self-recovery and authenticating the integrity of image contents. The proposed scheme embeds a watermark into the two-LSB by using LSB adjustment. The authentication bits are randomly located in the two-LSB with a secret key. The recovery data is generated based on IWT for the recovery process. The proposed watermarking method uses multi-layer authentication to achieve high precision and accuracy. This research also uses image inpainting techniques to improve the recovery under tamper attacks. The experimental results produce high imperceptibility with PSNR of 45.5 dB and SSIM of 0.997. The proposed scheme produces better self-recovered image quality than the existing scheme with PSNR of 37.98 dB and SSIM of 0.9928 against a tampering rate of 10

    Fragile watermarking scheme based on SHA-256 hash function and mersenne twister for medical image authentication

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    Medical images can be easily manipulated by irresponsible persons and the altered medical image can be hard to identify. Fragile watermarking scheme is an alternative solution to authenticate and protect the medical images. Fragile watermarking scheme becomes vulnerable against modification by attackers. This research proposed a fragile watermarking scheme for medical images based onSHA-256 and Mersenne twister. A medical image was split into a region of interest (ROI) and region of non-interest (RONI). The ROI as watermarked image is encrypted by SHA-256 and the result is scrambled by Arnold transform with a secret key before embedding the watermark. The scrambled hash values are randomly embedded into RONI by using Mersenne Twister with a secret key. The experimental results showed that our scheme produces high imperceptibility with PSNR value of about 83 dB. The proposed scheme was able to detect tampers accurately on the medical images. The proposed scheme improved the invisibility of the watermarked image and it provided additional security. The proposed scheme authenticated and validated the originality of the medical images

    Knowledge Construction Process in an Open Learning System Among Technical and Vocational Education and Training (TVET) Practitioners

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    Assessment is a method to determine the level of learning and the process of documenting knowledge, attitudes, skills and beliefs. Through this literacy assessment, instructor will have an opportunity to apply relevant strategies, principles, methods and procedures that are considered relevant during the learning and teaching process. However, most of us familiar with information and communication technology&nbsp;(ICT) based modes of delivery but less familiar with the needs and challenges face in Technical Vocational Education and Training (TVET) sector. Thus, this study was conducted to investigate whether the process of knowledge construction in an open learning system can assist TVET practitioners in performing tasks that needed to be completed as an important element in assessment in one of their class subject. Computer Supported Collaborative Learning (CSCL) is based on the pedagogical process of observation where these TVET practitioners will learn progressively through active group interaction. The study was conducted on 61 TVET practitioners and 2 instructors from two classes that were taught using an open learning system environment through Moodle in their learning and teaching process. This study used a quantitative design approach and supported by quantitative and qualitative data. The results of this study indicated that the process of knowledge construction in this open learning system has helped TVET practitioners to perform well in tasks that needed to be completed for their subject. The effort through this open learning system has also encouraged TVET practitioners to build a meaningful knowledge in a consistent method. The instructor need to encourage all TVET practitioners to complete the tasks in the form of problem solving methods, analyse, predict and encourage them to explore further to justify their answers

    The Earth & Universe Augmented Reality Educational Book

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    Students have been perceiving even simple concepts in science are particularly difficult to grasp, since many ideas involve three-dimensional thinking. So, an Augmented Reality learning tool was developed to provide easy-to-use teaching/learning tools for learners and educators. The unique capability that allows virtual objects to appear in real world can serve as an effective tool to facilitate students to acquire better understandings on science and assist teachers to teach concepts that cannot be easily seen in a natural environment. Thus, AR-SMB has a bright potential for expansion and among potential markets include schools, parents and collaboration with publisher like Sasbadi/Pelangi

    Augmented reality: effect on conceptual change of scientific

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    In recent years, Augmented Reality (AR) has received increasing emphasis and researchers gradually promote it Over the worlds. With the unique abilities to generate virtual objects over the real-world environment, it can enhance user perception. Although AR recognised for their enormous positive impacts, there are still a ton of matters waiting to be discovered. Research studies on AR toward conceptual change, specifically in scientific concept, are particularly limited. Therefore, this research aims to investigate the effect of integrating AR on conceptual change in scientific concepts. Thirty-four primary school students participated in the study. A pre-test and post-test were used to assess participants’ understanding of the scientific concepts before and after learning through AR. The findings demonstrated that 82% among them had misconceptions about the scientific concepts before learning through AR. However, most of them (around 88%) able to correct their misconceptions and shifted to have a scientific conceptual understanding after learning through AR. These findings indicate that AR was effective to be integrated into education to facilitate conceptual change
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