74 research outputs found

    STUDENTS’ MISCONCEPTIONS IN INTERPRETING THE MEAN OF THE DATA PRESENTED IN A BAR GRAPH

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    Interpreting the mean of the data presented in a bar graph constitutes a mix of two concepts highly useful for testing students’ level of understanding of the mean. This study aimed to  describe students’ misconceptions in the interpretation of the mean of data that are represented in a bar graph and the causes of such misconceptions and to examine whether misconceptions differed by gender and grade. The participants of this study consisted of 112 students (48 males, 64 females) of the Natural Science program of SMAN 1 Tanjungpinang in three grades—tenth, eleventh, twelfth. Employing a mixed method with an exploratory sequential design, this study collected and analyzed qualitative data prior to quantitative ones. The research identified 12 misconceptions about the mean and 8 causes of such misconceptions, and based on the chi-squared test results, neither gender- nor grade-based difference in students’ misconceptions was found. These results have an implication for teachers and other educational stakeholders in considering the achievement of learning objectives and core competences in the learning process, especially in the processing, reasoning, and presentation of the mean of data that are presented in a bar graph

    Pengaplikasian pendekatan pembelajaran aktif di kalangan pelajar tahun akhir Fakulti Pendidikan Universiti Teknologi Malaysia.

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    Kajian ini dijalankan bertujuan untuk mengkaji persepsi pelajar terhadap pengaplikasian pendekatan pembelajaran aktif. Kajian tertumpu kepada 3 aspek, iaitu persepsi pelajar terhadap pengaplikasian pendekatan pembelajaran aktif, faktor dominan yang mendorong pelajar untuk terlibat dalam pembelajaran dan kelebihan pembelajaran aktif menurut pandangan pelajar. Seramai 71 orang pelajar tahun akhir Fakulti Pendidikan daripada program pengajian SPK, SPP dan SPT telah menjadi responden dalam kajian ini. Instrumen kajian yang digunakan adalah soal selidik yang mengandungi 30 item, dibina berasaskan skala pemeringkatan Likert. Nilai Alpha Cronbach bagi soal selidik ini ialah 0.96 dan data mentah yang diperolehi telah dianalisis dengan menggunakan SPSS for Windows Version 11.5. Dapatan kajian menunjukkan tahap persepsi pelajar terhadap pendekatan pembelajaran aktif dalam sesi P&P adalah tinggi dengan nilai min 4.01. Hasil kajian juga menunjukkan antara faktor utama yang mendorong pelajar untuk terlibat dalam pembelajaran aktif adalah faktor interaksi dan komunikasi yang baik antara rakan-rakan. Selain itu, hasil kajian turut menunjukkan kelebihan utama pembelajaran aktif menurut pandangan pelajar ialah dapat memperbaiki kemahiran komunikasi dalam diri mereka. Secara keseluruhannya, penerimaan pelajar terhadap pembelajaran aktif adalah positif

    Pembangunan Laman Web Pengaturcaraan C++ (Fungsi Dan Tatasusunan) Menggunakan Kaedah Pembelajaran Berasaskan Senario

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    Projek ini bertujuan untuk membangunkan sebuah laman web pembelajaran pengaturcaraan C++ bagi tajuk fungsi dan tatasusunan berasaskan pendekatan pembelajaran berasaskan senario (PBS). Bahasa penyampaian laman web ini adalah Bahasa Inggeris. Laman web ini dibangunkan dengan mengambil kira aspek pembelajaran pengaturcaraan berasaskan PBS, pembelajaran berasaskan web, isu-isu rekabentuk laman web dan pemilihan elemen multimedia yang sesuai. Sebagai garis panduan pembinaan laman web ini, model pembangunan Hannafin dan Peck telah digunakan. Perisian pengarangan iaitu Adobe Dreamweaver CS3 dan perisian tambahan lain seperti Adobe Flash CS3 dan Adobe Photoshop CS3 telah digunakan bagi menghasilkan laman web ini. Diharapkan, laman web ini dapat membantu pelajar dalam pembelajaran topik fungsi dan tatasusunan bahasa pengaturcaraan C++

    Penerapan Kemahiran Generik Di Kalangan Pelajar Tahun Akhir Fakulti Pendidikan Universiti Teknologi Malaysia

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    Kemahiran generik merupakan kemahiran tambahan yang perlu diberi perhatian di dalam usaha melahirkan modal insan yang mampan dan berkualiti tinggi sejajar dengan misi teras kedua di dalam Rancangan Malaysia Ke-9 (RMK-9). Kajian deskriptif ini bertujuan untuk meninjau tahap penerapan kemahiran generik di kalangan pelajar dan persepsi pelajar terhadap kepentingan kemahiran generik. Sampel kajian ini adalah terdiri daripada 66 orang responden yang mengikuti program 4 SPK, 4 SPP dan 4 SPT di Universiti Teknologi Malaysia (UTM) Skudai, Johor. Instrumen yang digunakan di dalam kajian ini adalah soal selidik di mana setiap item yang dikemukakan diukur menggunakan Skala Likert Lima Mata. Kesahan instrumen disemak oleh pensyarah yang berpengalaman. Kajian rintis yang dilakukan untuk melihat nilai kebolehpercayaan instrumen kajian memberikan nilai alpha cronbach, ?=0.856. Data dianalisis menggunakan perisian SPSS versi 11.0 (Statistical Package For Social Science Version 11.0) untuk dipersembahkan di dalam bentuk jadual berdasarkan kekerapan, peratusan dan min. Dapatan kajian menunjukkan tahap penerapan kemahiran generik dan persepsi pelajar terhadap kepentingan kemahiran generik berada pada tahap tinggi dengan min 3.97 dan min 4.43. Justeru itu, penerapan kemahiran generik perlu dilaksanakan dengan lebih menyeluruh oleh semua pihak memandangkan kemahiran generik mempunyai kepentingannya yang tersendiri terutamanya dalam usaha membentuk keterampilan dan jati diri pelajar untuk bersaing di dalam dunia pekerjaan yang kompetitif

    Pembinaan Modul Pembelajaran Kendiri (MPK) bagi perisian Macromedia Flash MX (Penghasilan Montaj)

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    Modul Pembelajaran Kendiri (MPK) merupakan antara kaedah yang digunakan dalam proses pengajaran dan pembelajaran (P&P) bagi menyampaikan isi pelajaran kepada pelajar. Selain itu, Modul Pembelajaran Kendiri (MPK) didapati lebih berkesan berbanding kaedah pengajaran dan pembelajaran tradisional pada pendidikan alaf baru kini. Justeru itu, satu modul pembelajaran kendiri perisian Macromedia Flash MX dibangunkan sejajar dengan keperluan pendidikan masa kini yang memerlukan lebih banyak modul pembelajaran kendiri. Tujuan utama pembinaan modul ini adalah untuk membantu pelajar yang mengambil kursus Teknologi Grafik, Animasi, Audio dan Video Digital (SPM 2303) di Fakulti Pendidikan, UTM. Mereka perlu mempelajari perisian Macromedia Flash MX bagi melaksanakan antara keperluan projek yang terdapat dalam subjek tersebut. Pembelajaran tentang penghasilan animasi yang ditekankan di dalam modul ini adalah merangkumi proses-proses dalam menghasilkan sesuatu montaj. Pembinaan modul ini menggunakan Model ADDIE. Selain itu, pengaplikasian strategi tutorial juga digunakan dalam modul ini melalui aktiviti yang disediakan pada penghujung setiap kemahiran yang telah selesai dipelajari. Di samping itu, teori pembelajaran sosial/pemerhatian juga digunakan di dalam modul ini untuk memberikan satu corak self pacing dengan cara lihat dan buat. Ini boleh didapati melalui set-set arahan yang disediakan pada setiap topik berserta contoh-contoh bergambar. Dengan penilaian secara formatif melalui penyelia projek dan pembaikan yang dibuat semasa peringkat pembinaan diharapkan dapat memberikan satu suasana pengajaran dan pembelajaran yang berkesan kepada pelajar-pelajar

    Mobile apps development on higher order thinking approach

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    This research aimed to develop HOTS Flash application and evaluate the effectiveness usability of HOTS Flash applications in MPPP 1223 Authoring System course. Respondents involved in this study were 16 students, specifically from the Master of Education (Educational Technology) programme. All respondents enrolled in MPPP 1223 Authoring System course where they learnt basic skills in Adobe Flash Professional software. A set of questionnaire was used as a research instrument. Data collected were processed and analysed by using Statistical Package for Social Science (SPSS) version 20. The data obtained are shown in descriptive statistics such mean, percentage, and standard deviation. Overall, this app was very useful and most respondents were satisfied with the content in this app with the mean value 4.19. This research shown that users’ perception of effectiveness usability of the HOTS Flash application to increase Higher-Order Thinking Skills can help student in constructing knowledge in learning skills subject

    A cognitive conflict strategy for conceptual change with a focus on multimedia learning material development: a meta-analysis

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    Multimedia materials are now more and more used in curricula. Multimedia learning tool that integrates with text, graphics, audio, video and animation make it more interesting and easier understanding of a concept. It has been used in different ways over the years to support student learning in all branches of education. Diverse teaching strategies adopted when developing multimedia learning material for many different and interesting designs. One of them is to overcome student’s misconception. Theoretically, misconception is a spot where student have understood certain concepts in the wrong manner and usually those who are in this situation refuse to switch to the right one (Johnstone, 2000; Driver, 1994). Cognitive Conflicts Strategies are part of psychological theories of conceptual change and it was effective in correcting a misconception as well as improving performance (Arons, 1990; Minstrell, 1989). Once unreliable event is mismatched with the preconceptions that hold by a learner, cognitive conflict will take place. The learner will engage with the learning material and reconstruct their concept to overcome the conflict. There are so many researches related to Cognitive Conflict Strategies in science and mathematics education that has been proven to improve student performance and misconception. Still, a lot of it was implemented through face-to-face classroom instruction. Referable to the growth of multimedia resources like video, thus, Cognitive Conflict Strategy can be believed to be employed when developing multimedia learning material. Even so, what elements of Cognitive Conflict Strategies that should be usable within the video is still an on-going inquiry. This research tries to investigate the elements of Cognitive Conflict Strategies that could be embedded within multimedia learning material that might effectively overcome the students’ misconception based on details literature using meta-analysis technique. The following key words were used to search for related publications: misconception in learning, cognitive conflict strategies, conceptual change process and multimedia learning material. Literature was conduct via Science Direct, Web of Science, ProQuest and IEEExplore Digital Library

    Ontology-based search system using hierarchical structure design

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    Major retrieval issues on conventional online database search systems faced by novice researchers are identified and described. An ontology-based search framework is proposed. The framework consists of five elements: (1) user, (2) query, (3) query interface, (4) search process, and (5) result. The query interface is designed based on the ontology hierarchical structure in the ontology datastore and is represented as keywords/sub-keywords structures in the query interface. Ontology enables relationships between keywords and terms to be defined. Ontology allows desired information to be retrieved by sharing common vocabularies with an understanding of meaning of terms in the domain. A prototype system is developed based on the design science methodology selected to guide the system development. The system will process the search query once the query is sent. The search process will look for the matched documents and return results to the user. The results that are returned to the users will be reviewed and users have the option to repeat the process if the results do not fulfil the query made. The system development takes into account problems identification in the database search environment and motivation in improving and extending current limitations

    Ontology-based search system using hierarchical structure design

    Get PDF
    Major retrieval issues on conventional online database search systems faced by novice researchers are identified and described. An ontology-based search framework is proposed. The framework consists of five elements: (1) user, (2) query, (3) query interface, (4) search process, and (5) result. The query interface is designed based on the ontology hierarchical structure in the ontology datastore and is represented as keywords/sub-keywords structures in the query interface. Ontology enables relationships between keywords and terms to be defined. Ontology allows desired information to be retrieved by sharing common vocabularies with an understanding of meaning of terms in the domain. A prototype system is developed based on the design science methodology selected to guide the system development. The system will process the search query once the query is sent. The search process will look for the matched documents and return results to the user. The results that are returned to the users will be reviewed and users have the option to repeat the process if the results do not fulfil the query made. The system development takes into account problems identification in the database search environment and motivation in improving and extending current limitations
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