Abstract: At the time where electronic books, or e-Books, offer
students a fun way of learning , teachers who are used to the paper
text books may find it as a new challenge to use it as a part of
learning process. Precisely, there are various types of e-Books
available to suit students- knowledge, characteristics, abilities, and
interests. The paper discusses teachers- perceptions on the use of ebooks
as a paper text book in the classroom. A survey was conducted
on 72 teachers who use e-books as textbooks. It was discovered that a
majority of these teachers had good perceptions on the use of ebooks.
However, they had little problems using the devices. It can be
overcome with some strategies and a suggested framework.
Abstract: The element of justice or al-‘adl in the context of
Islamic critical thinking deals with the notion of justice in a thinking
process which critically rationalizes the truth in a fair and objective
manner with no irrelevant interference that can jeopardize a sound
judgment. This Islamic axiological element is vital in technological
decision making as it addresses the issues of religious values and
ethics that are primarily set to fulfill the purpose of human life on
earth. The main objective of this study was to examine and analyze
the perception of Muslim engineering students in Malaysian higher
education institutions towards the concept of al-‘adl as an essential
element of Islamic critical thinking. The study employed mixed
methods approach that comprises data collection from the
questionnaire survey and the interview responses. A total of 557
Muslim engineering undergraduates from six Malaysian universities
participated in the study. The study generally indicated that Muslim
engineering undergraduates in the higher institutions have rather
good comprehension and consciousness for al-‘adl with a slight
awareness on the importance of objective thinking. Nonetheless there
were a few items on the concept that have implied a comparatively
low perception on the rational justice in Islam as the means to grasp
the ultimate truth.
Abstract: This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.