8 research outputs found

    An educational game on the theories of driver education curriculum: An evaluation

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    The purpose of this study was to evaluate the effectiveness of using an educational game application among driving school students on their understanding of driving rules and regulations. The application was developed and named as An Educational Game on the Theories of Driver Education Curriculum (DEC) to help students improve their visualization, understanding and memorization of the theories of driving rules and regulations as well as to be more prepared before taking the driving theory test. A preliminary study was conducted and it indicated that students had a hard time in visualizing, understanding and memorizing the theories of driving. The Game Development Life Cycle (GDLC) was implemented as a methodology to develop the DEC application which consists of initiation, pre-production, production, testing, beta, and release phases. The effectiveness of the DEC application was measured by Game-Based Learning Evaluation Model (GEM). The findings indicated that educational game helped students to visualize, memorize and understand the theories of driving easily

    Evaluating users’ emotions for Kansei-based Malaysia higher learning institution website using Kansei checklist

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    Emotions play a crucial role in human-computer interaction. Emotion research in the field of human-computer interaction has only started recently and continuously evolving through the investigation and understanding of emotional effects. Thus, it forms an intelligent interaction between human and computer by responding effectively to the humans’ feelings. Emotional design generates remarkable user experiences for websites as the emotional experiences create an intense impression on our long-term memory. Recent scientific findings recommend emotional elements to be considered in designing websites as emotions influences one’s perception, conception and decision-making throughout the interaction with a website. A poorly designed user interface leads to bad user interaction while rising the users’ arousal and a displeasing user experience with a website elicits dissatisfaction emotion where consecutively results in avoidance and prevents revisit to the website. This proves the importance of emotional engagement in a website design. This research evaluated users’ emotions toward a Malaysian higher learning institution website which was designed in accordance with the standard Kansei-based web design guideline. The result justified the standard Kansei-based web design guideline for website of higher learning institutions in Malaysia

    Mobile learning application: flipped classroom

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    This study attempts to illustrate the phases of designing a flipped learning mobile application. It is worth noting that changes in students’ learning behavior should be met by changes in the classroom – particularly on the way a course should be delivered. Studies have shown that students who learn using the flipped learning method are less likely to fail as opposed to their counterparts in the traditional classroom setting. The rising importance and popularity of flipped learning necessitates the development of a mobile application that assists both students to learn and allow instructors to manage their course via their mobile devices, almost anywhere and anytime. The software development life cycle (SDLC) is divided into four distinct phases: 1) Preliminary study, 2) content design, 3) System design and development, and 4) System evaluation. The effectiveness of the application is tested using electroencephalography (EEG). The findings suggest effectiveness of the mobile application falls within the acceptable range. Improvements for the flipped learning mobile application is also presented

    Planet Jawi: Mastering Jawi Through Gamified Assessment

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    Jawi is an art of writing that originated from the Arabic writing system, which is Arab letters infused into the Malay writing system. Nowadays, the lack of use of Jawi and the assumption that Jawi is challenging to learn to cause the young generation now slowly to forget Jawi and deny this language. Based on the preliminary study conducted, most of the student agrees that Jawi is a crucial subject and student strongly agree that they did not enjoy learning Jawi through a traditional method such as a textbook. Hence, this project develops an application, namely Planet Jawi, to learn Jawi through gamification. The target audience for this application is students ages seven to nine years old. This project implemented Rapid Application Development (RAD) as a method to design and develop Planet Jawi. The application involved three topics about Jawi such as basic Jawi Alphabet, which comprises 37 Alphabet, ‘Huruf Jawi tidak Bersambung’, and ‘Padan Huruf’ which cover ‘Huruf Vokal’ topics. For the future works of Planet Jawi application, the use of a variety of languages such as English can enhance to attract more users and variety the content covered in Jaw

    Designing Engaging Community Learning Application with Children Using Gamification

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    This research presents an approach to engage the children with a learning mobile application. The interest in education and learning process are increasing significantly due to the emerging of digital technologies. The use of e-learning in particularly for children to improve the learning process has been an issue as educators are facing problems on how to promote and to stay engaged with them. Due to the new technology that applies the new method into the e-learning process they able to overcome the problem. The aim of this study is to identify the features and guidelines for designing engaging for community learning with children using gamification technique. Hopefully the proposed community learning application can engage the children using the proposed technique. The research finding revealed that the gamification technique could help the student to engage with the learning material effectively

    A preliminary study of difficulties in learning java programming for secondary school

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    Coding is being part of the curriculum study for Malaysian primary and secondary school since 2017. The introduction of Computer Science subject was to expose the young to digital technology and groom them to become digital makers. The programming field is very challenging especially to those who still triggering what programming is all about. One of the problems is students have difficulty in certain subtopics of programming. Coding to a specific task by using much complex algorithm is not an easy task as student needs to understand and know how to use it to solve a problem. For a beginner who does not have a background in a programming language, some might experience it hard to grasp the concept at the beginning of the learning process. This paper is to identify secondary school student’s problems in the subject. Based on the study conducted using an online survey with 37 respondents, results indicated that they faced difficulties in various subtopics of programming from an easy to complex concept based on the scope of learning content they have learned. From the process of computational thinking techniques, algorithm concepts, declaring constant and variable, control structures, search and sorting approach, and several more, these subtopics of programming were hard for some of the respondents. The results showed the subtopic of function and procedure was difficult for most of the respondents, regardless kind of programming languages they learned

    Evaluation of appliances mobile controller system using expectation-confirmation theory model

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    Nowadays, most Malaysians have used overpower usage of house appliances. Malaysian does not have the habit of controlling the household’s electricity consumption every day. Reducing electricity consumption is better for the earth, reducing harmful greenhouse emissions and minimizing the household's overall impact. Besides, one of the safety problems that Malaysian currently face is thieves entering the house when the owner is outstation or traveling. The proposed home appliance controller application can control and calculate the power consumption of home appliances. It can also control and set automatic timing based on the light to cause thieves to realize that the house may have people since the lights were turned on. This paper aims to identify the application features of controllers for home appliances, then develop the mobile application not only for gaming or entertainment but for better, enhanced, convenience and efficiency of lifestyle and finally to evaluate the users’ acceptance towards mobile app using expectation-confirmation theory model. Results show that perceived usefulness significant with confirmation (0.61) and continuance intentions (0.69). Perceived usefulness was demonstrated to be an essential predictor of continuance intentions (0.44). With this system or app, house appliances will be communicated and under control by the house owner
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