130 research outputs found

    E-reading in organizations: Users' satisfaction and preference

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    This paper defines electronic reading (e-reading) and then continues to discuss the diverse definitions of the main resource of e-reading, which are, electronic books (e-books). It then proceeds to describe the formats and standards of existing e-book initiatives, which are gaining wider interest since the introduction of portable electronic reading devices and software-based readers that provide users with a more realistic book reading experience. Advantages, disadvantages, and problems with paper-based reading are also explained. In addition, a study concerning an evaluation of e-reading satisfaction is described. Three different e-book formats (LIT, PDF, and HTML) were utilised to accomplish the primary aims of the study, which were to identify the most preferred format, associated software-based reader (Microsoft Reader, Adobe Acrobat Reader, Internet Explorer), and the potential of e-reading in the workplace. Based on a proposed preferred index, the results seem to suggest that Microsoft Reader is more preferable when compared to the other two. However, most participants preferred reading on paper rather than on screen. Although this was the case, some participants would e-read depending on resources and situations

    Computer Aided Learning (CAL) For Malaysian O'Level Mathematics Curriculum (CALMOMC)

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    This project is about a CAL system on Malaysian O’Level Mathematics Curriculum (CALMOMC). The first chapter simply discusses the era of electronic classroom in Malaysia. The second chapter then, reports about the Malaysian Mathematics Curriculum, its objectives and the Education Philosophy. The third chapter covers the importance and benefits of CAL. There is also a discussion on traditional teaching methods and CAL VS the traditional methods. The report then discusses the Author-ware package in details. Why Authorware is chosen, steps to produce a program, Author-ware VS Other CAL Oriented Languages and the characteristics of a CAL language are also covered. There is also a chapter that views the proposed system in general. This chapter contains the system structure, system flowcharts, user manual and system screens. In order to measure the success of the system, an evaluation was carried out. The results of the evaluation are discussed in chapter six. Lastly, conclusion and suggestions for future improvements are in chapter seven

    A Digital Storytelling Process Guide for Designers

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    Digital Storytelling (DST) is a method of delivering information to the audience using narrative and digital media contents that are infused with the multimedia elements. In order for the educators cum the designers to create a compelling digital story, experts have proposed a number of phases. Nevertheless, some of these suggested phases contain redundant processes. Therefore, the main aim of this study is to eliminate the redundancy and propose a single DST guide for the designers. A comparative analysis was employed where ten DST models from various experts were analysed. The proposed guide was then distributed to 70 respondents in an Institute of Teacher Education (ITE). Data were analysed to determine the relationships between factors such as perceived usefulness, perceived of use, perceived ease of understanding and interaction of tablet with the overall quality of the DST process. The correlation analysis indicates that higher scores of the factors are associated with higher score of the overall quality of the DST proces

    Internet instructional method: Effects on students’ performance

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    In determining the effect of Internet instructional method on students’ performance, two groups of unrelated students over a period of two semesters in Multimedia Design(TV3014) course offered at the School of IT,Universiti Utara Malaysia were used as samples. One group was taught with conventional teaching method and the other with Internet based electronic book. As this was a first attempt in deploying Internet in teaching environment, it was primarily employed as educational means of web courses and supplements to courses. This paper reports a personal experience and a case study of implementing Internet based electronic book and the effect it has on students’ performance in the course. Through hypotheses testing, it is possible to conclude that employing Internet in educational settings proves to have significant effect on students’ performance

    Entertaining and fun: Experience-focused eLearning material

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    This paper discusses the high level components of a system; task-focused, user-focused, and experience-focused at length.With the aim to distinguish the experience-focused specifically in terms of entertaining and fun from user-focused and taskfocused, a survey on TV programme preferences was carried out and explained.The survey found that viewers prefer to watch reality programmes more than non-reality because the reality programmes contain natural elements such as mistakes,humor, and interferences.This paper next deduces that the reality concept is worth applied in electronic learning material because it is more entertaining and more preferred by the audience

    Peer review interactions for Malaysian journals: The revamped open-peer review process

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    It is said that the new trend of journal publication is moving toward open-peer review (OPR), where interaction among authors, reviewers and readers is considered crucial to the article selection and publication process. To ascertain this notion, a study involving 13 refereed journals in Malaysia was conducted. The result shows that 84.6% of the journal administrators are interested to move from double-blind review to open peer-review process. Although this is the case, no guidelines or models, either conceptually or otherwise, exist to assist the journal administration to migrate. With the intention of providing such required guidelines and models, especially in the Malaysian environment, the concept of Revamped Open-Peer Review Process is proposed

    Evaluating current authentication methods: Prediction of a more suitable authentication approach for public interaction

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    The trend in information technology is towards achieving ubiquitous service rendering where barriers (geographical, time) in getting information related services will be eliminated. A good example of this is the ATM machines used by banks for public banking services, the likes in other sectors are currently on the way.This paper explores the user’s perception on the current identity authentication (Token-based and Knowledgebased) with a view to predict a more secured authentication for authentication in public places.A survey study is conducted so as to justify the claims of the previous authors on the need to migrate from the conventional knowledge-based and tokenbased authentication methods to a more secured biometric authentication approach which makes impossible user’s impersonation, and thus minimizing fraud, particularly in business transactions.Also, biometrical identification was also reviewed with respect to the all known biometric identifiers where human iris data was revealed to be the best human trait that can be used for identification/authentication purposes in public zone

    Mobile Game-Based Learning (mGBL): Application Development and Heuristics Evaluation Strategy

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    Purpose – This article presents an approach to developing a mobile game-based learning (mGBL) application by adapting unified characteristics of learning theories and approaches. In addition, the study also identified the strategy to evaluate mGBL. Method – The study utilized the design research approach in information systems. The research methodology can be divided into five phases; (i) awareness of problem (ii) suggestion (iii) development (iv) evaluation and (v) conclusion. Findings – Unified characteristics of mGBL were identified. In adapting the characteristics, the mGBL application was developed based on the concept of values in 1Malaysia. To evaluate the mGBL, a heuristics evaluation strategy is proposed. The strategy consists of four components: Game Usability, Mobility, Game Play, and Learning Content. Each of the components represents the issues to be considered and evaluated for a mGBL. Value – The study provides intensive review of mGBL characteristics that can be useful and may be of interest to game developers. In addition the heuristics evaluation strategy is developed for evaluating the effectiveness of mGBL application

    Validation of mGBL engineering model using group treatment experimental study

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    A mGBL engineering model is proposed intentionally for developing mGBL applications and is outlined in this paper to provide novice developers with an integrated model with which they can approach more systematically the design and development of mGBL.The engineering model combines a game life cycle based on iterative prototyping and learning model, with supporting activities drawn from sources of best practice in mobile game development.This paper describes an experimental study involving the implementation of the proposed model with a group of undergraduate students who are taking Game Application Development course. The results indicate that the proposed model was practical and workable in developing mGBL applications compared to other models

    Multiple intelligence based e-books

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    This paper describes a study on the design of teaching-learning materials and the use of technology in school environment.One essential component of this study is the definition of models on how electronic textbooks (e-books), one of the fundamental tools in the school recently, should be designed to be practiced. We postulate that a crucial feature for children e-books would be to present contents by mixing different presentation modes (graphic page, talking page, hypermedia page and web page modes) and including various activities in each mode which support and nurture as many children’s intelligences and learning styles as possibl
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