Abstract: Guided by the theory of learning styles, this study is
based on the development of a multimedia learning application for
students with mastery learning style. The learning material was
developed by applying a graduated difficulty learning strategy.
Algebra was chosen as the learning topic for this application. The
effectiveness of this application in helping students learn is measured
by giving a pre- and post-test. The result shows that students who
learn using the learning material that matches their preferred learning
style perform better than the students with a non-personalized
learning material.
Abstract: The usage of e-health facilities is seen to be the first
priority by the Libyan government. As such this paper focuses on
how the key factors or elements of working size in terms of
technological availability, structural environment, and other
competence-related matters may affect nurses’ sharing of knowledge
in e-health. Hence, this paper investigates learning readiness
assessment to raise e-health for Libyan regional hospitals by using ehealth
services in nursing education.
Abstract: This paper discusses the potential benefits of an
interactive multimedia information representation in enhancing
students’ critical thinking aligned with history reasoning in learning
history amongst Secondary School students in Malaysia. Two modes
of multimedia information representation were implemented;
chronologic and thematic information representations. A qualitative
study of an unstructured interview was conducted among two history
teachers, one history education lecturer, two i-think experts, and five
students from Form Four secondary school. The interview was to
elicit their opinions on the implementation of thinking maps and
interactive multimedia information representation in history learning.
The key elements of the interactive multimedia (e.g. multiple media,
user control, interactivity and use of timelines and concept maps)
were then considered to improve the learning process. Findings of the
preliminary investigation reveal that the interactive multimedia
information representations have the potential benefits to be
implemented as an instructional resource in enhancing students’
higher order thinking skills (HOTs). This paper concludes by giving
suggestions for future work.
Abstract: The purpose of this study was to investigate graduate
students’ visual attention and perceptions of a Prezi presentation. Ten
postgraduate master students were presented with a Prezi presentation
at the Centre for Instructional Technology and Multimedia, Universiti
Sains Malaysia (USM). The eye movement indicators such as dwell
time, average fixation on the areas of interests, heat maps and focus
maps were abstracted to indicate the students’ visual attention.
Descriptive statistics was employed to analyze the students’
perception of the Prezi presentation in terms of text, slide design,
images, layout and overall presentation. The result revealed that the
students paid more attention to the text followed by the images and
sub heading presented through the Prezi presentation.
Abstract: This paper explores the effects of gamification on
lower secondary school students’ motivation and engagement in the
classroom. Two-group posttest-only experimental design were
employed to study the influence of gamification teaching method
(GTM) when compared with conventional teaching method (CTM)
on 60 lower secondary school students. The Student Engagement
Instrument (SEI) and Intrinsic Motivation Inventory (IMI) were used
to assess students’ intrinsic motivation and engagement level towards
the respective teaching method. Finding indicates that students who
completed the GTM lesson were significantly higher in intrinsic
motivation to learn than those from the CTM. Although the result
were insignificant and only marginal difference in the engagement
mean, GTM still show better potential in raising student’s
engagement in class when compared with CTM. This finding proves
that the GTM is likely to solve the current issue of low motivation to
learn and low engagement in class among lower secondary school
students in Malaysia. On the other hand, despite being not significant,
higher mean indicates that CTM positively contribute to higher peer
support for learning and better teacher and student relationship when
compared with GTM. As a conclusion, gamification approach is
flexible and can be adapted into many learning content to enhance the
intrinsic motivation to learn and to some extent, encourage better
student engagement in class.
Abstract: This study was conducted in Malaysia to discover how
meaning and appreciation were construed among 35 Form Five
students. Panofsky-s theory was employed to discover the levels of
reasoning among students when various types of posters were
displayed. The independent variables used were posters that carried
explicit and implicit meanings; the moderating variable was students-
visual literacy levels while the dependent variable was the implicit
interpretation level. One-way ANOVA was applied for the data
analysis. The data showed that before students were exposed to
Panofsky-s theory, there were differences in thinking between boys,
who did not think abstractly or implicit in comparison to girls. The
study showed that students- visual literacy in posters depended on the
use of visual texts and illustration. This paper discuss further on
posters with text only have a tendency to be too abstract as opposed
to posters with visuals plus text.