Abstract: Descriptive statistics was performed with the aim to achieve research objective of to investigate lecturers- usage of the mobile technology for teaching. A representative sample of 20 lecturers from the Faculty of Industrial Art & Design Technology of Universiti Industri Selangor (UNISEL), Malaysia was selected as the respondents. The result attested that lecturers fully accept the concept of mobility in learning and game play is appealing concept to support classroom learning. Subsequently, analogous experience on small size of keypad, screen resolution, and navigation could be the major problematic factors to students and affect their mobile learning process. Recommendation for future research is also presented.
Abstract: This qualitative, quantitative mixed-method study explores how students- motivation and interest in creative hands-on activities affected their conceptual understanding of science. The objectives of this research include developing a greater understanding about how creative activities, incorporated into the classroom as instructional strategies, increase student motivation and their learning or mastery of science concepts. The creative activities are viewed as a motivational tool, a specific type of task, which have an impact on student goals. Pre-and-post tests, pre-and-post interviews, and student responses measure motivational-goal theory variables, interest in the activity, and conceptual change. Implications for education and future research will be discussed.
Abstract: Problem-based learning (PBL) is one of the student
centered approaches and has been considered by a number of higher
educational institutions in many parts of the world as a method of
delivery. This paper presents a creative thinking approach for
implementing Problem-based Learning in Mechanics of Structure
within a Malaysian Polytechnics environment. In the learning
process, students learn how to analyze the problem given among the
students and sharing classroom knowledge into practice. Further,
through this course-s emphasis on problem-based learning, students
acquire creative thinking skills and professional skills as they tackle
complex, interdisciplinary and real-situation problems. Once the
creative ideas are generated, there are useful additional techniques
for tender ideas that will grow into a productive concept or solution.
The combination of creative skills and technical abilities will enable
the students to be ready to “hit-the-ground-running" and produce in
industry when they graduate.
Abstract: The concepts of knowledge creation and innovation
have a strong relationship but this relationship has not been examined
systematically. This study examines the utilization of knowledge
creation processes of the Theory of Knowledge Creation in Higher
Education Institutions. These processes consist of socialization,
externalization, combination and internalization. This study suggests
that the utilization of these processes will give impacts on innovation
in academic performance. A cross-sectional study was conducted
using survey questionnaires to collect data of the utilization of
knowledge creation processes and classroom-s innovation. The
samples are Business Management students of a Malaysian Higher
Education Institution. The results of this study could help Higher
Education Institutions to enrich the learning process of students
through knowledge creation and innovation.
Abstract: This research was aimed to develop and determine the
quality of online learning activities kit as well as to examine the
learning achievement of students and their satisfaction towards the kit
through authentic assessment. The tools in this research contained
online learning activities kit on plant in Thai literature in compliance
with the School Botanical Garden of Plant Genetic Conservation
Project under the Royal Initiative of Her Royal Highness Princess
Maha Chakri Sirindhorn, the assessment form, the learning
achievement test, the satisfaction form and the authentic assessment
form. The population consisted of 40 students in the second range of
primary years (Prathomsuksa 4 to 6) at Ban Khao Rak School,
Suratthani Province, Thailand. The research results showed that the
content quality of the developed online learning activities kit as
assessed by the experts was 4.70 on average or at very high level.
The pre-test and post-test comparison was made to examine the
learning achievement and it revealed that the post-test score was
higher than the pre-test score with statistical significance at the .01
level. The satisfaction of the sampling group towards the online
learning activities kit was 4.74 or at the highest level. The authentic
assessment showed an average of 1.69 or at good level. Therefore,
the online learning activities kit on plant in Thai literature in
compliance with the School Botanical Garden of Plant Genetic
Conservation Project under the Royal Initiative of Her Royal
Highness Princess Maha Chakri Sirindhorn could be used in real
classroom situations.
Abstract: The paper describes ergonomics problems trend of
student at B5101 classroom building 2, Suranaree University of
Technology. The objective to survey ergonomics problems and effect
from use chairs for sitting in class room. The result from survey
method 100 student they use lecture chair for sitting in classroom
more than 2 hours/ day by RULA[1]. and Body discomfort survey[2].
The result from Body discomfort survey contribute fatigue problems
at neck, lower back, upper back and right shoulder 2.93, 2.91, 2.33,
1.75 respectively and result from RULA contribute fatigue problems
at neck, body and right upper arm 4.00, 3.75 and 3.00 respectively
are consistent. After that the researcher provide improvement plan
for design new chair support student fatigue reduction by prepare
data of sample anthropometry and design ergonomics chair prototype
3 unit. Then sample 100 student trial to use new chair and evaluate
again by RULA, Body discomfort and satisfaction. The result from
trial new chair after improvement by RULA present fatigue reduction
average of head and neck from 4.00 to 2.25 , body and trunk from
3.75 to 2.00 and arm force from 1.00 to 0.25 respectively. The result
from trial new chair after improvement by Body discomfort present
fatigue reduction average of lower back from 2.91 to 0.87, neck from
2.93 to 1.24, upper back 2.33 to 0.84 and right upper arm from 1.75
to 0.74. That statistical of RULA and Body discomfort survey
present fatigue reduction after improvement significance with a
confidence level of 95% (p-value 0.05). When analyzing the
relationship of fatigue as part of the body by Chi – square test during
RULA and Body discomfort that before and after improvements were
consistent with the significant level of confidence 95% (p-value 0.05)
. Moreover the students satisfaction result from trial with a new chair
for 30 minutes [3]. 72 percent very satisfied of the folding of the
secondary writing simple 66% the width of the writing plate, 64% the
suitability of the writing plate, 62% of soft seat cushion and 61%
easy to seat the chair.
Abstract: After the Terengganu state government decided to give a boost in teaching and learning through the allocation of free ebooks to all Primary five and six students; it was time to examine the presence of e-books in the classrooms. A survey was conducted on 101 students to determine how they felt about using the e-book and their experiences. It was discovered that a majority of these students liked using the e-book. However, although they had little problems using the e-book and the e-book helped to lighten the schoolbags, these new-age textbooks were not fully utilized. It is implied that perhaps the school administrators, teachers and students may not be able to overcome the unfamiliar characteristics of the e-book and its limitations.
Abstract: This study was a part of the three-year longitudinal
research on setting up an math learning model for the disadvantaged
students in Taiwan. A target 2nd grade class with 10 regular students
and 6 disadvantaged students at a disadvantaged area in Taipei
participated in this study. Two units of a market basal math textbook
concerning fractions, three-dimensional figures, weight and capacity
were adapted to enhance their math learning motivations, confidences
and effects. The findings were (1) curriculum adaptation was effective
on enhancing students- learning motivations, confidences and effects;
(2) story-type problems and illustrations decreased difficulties on
understanding math language for students from new immigrant
families and students with special needs; (3) “concrete –
semiconcrete – abstract" teaching strategies and hands-on activities
were essential to raise students learning interests and effects; and (4)
curriculum adaptation knowledge and skills needed to be included in
the pre- and in-service teacher training programs.
Abstract: Ambient Intelligence (AmI) environments bring
significant potential to exploit sophisticated computer technology in
everyday life. In particular, the educational domain could be
significantly enhanced through AmI, as personalized and adapted
learning could be transformed from paper concepts and prototypes to
real-life scenarios. In this paper, an integrated framework is
presented, named ClassMATE, supporting ubiquitous computing and
communication in a school classroom. The main objective of
ClassMATE is to enable pervasive interaction and context aware
education in the technologically augmented classroom of the future.
Abstract: The purposes of this paper are to (1) promote
excellence in computer science by suggesting a cohesive innovative
approach to fill well documented deficiencies in current computer
science education, (2) justify (using the authors- and others anecdotal
evidence from both the classroom and the real world) why this
approach holds great potential to successfully eliminate the
deficiencies, (3) invite other professionals to join the authors in proof
of concept research. The authors- experiences, though anecdotal,
strongly suggest that a new approach involving visual modeling
technologies should allow computer science programs to retain a
greater percentage of prospective and declared majors as students
become more engaged learners, more successful problem-solvers,
and better prepared as programmers. In addition, the graduates of
such computer science programs will make greater contributions to
the profession as skilled problem-solvers. Instead of wearily
rememorizing code as they move to the next course, students will
have the problem-solving skills to think and work in more
sophisticated and creative ways.
Abstract: Emotions are related with learning processes and
physiological signals can be used to detect them for the
personalization of learning resources and to control the pace of
instruction. A model of relevant emotions has been developed, where
specific combinations of emotions and cognition processes are
connected and integrated with the concept of 'flow', in order to
improve learning. The cardiac pulse is a reliable signal that carries
useful information about the subject-s emotional condition; it is
detected using a classroom chair adapted with non invasive EMFi
sensor and an acquisition system that generates a ballistocardiogram
(BCG), the signal is processed by an algorithm to obtain
characteristics that match a specific emotional condition. The
complete chair system is presented in this work, along with a
framework for the personalization of learning resources.
Abstract: There have been many variations of technologies that helped educators in teaching & learning. From the past research it is evident that Information Technology significantly increases student participation and interactivity in the classrooms. This research started with a aim to find whether adoption of Wi-Fi environment by Malaysian Higher Educational Institutions (HEI) can benefit students and staff equally. The study was carried out in HEI-s of Klang Valley, Malaysia and the data is gathered through paper based surveys. A sample size of 237 units were randomly selected from 5 higher educational institutions in the Klang Valley using the Stratified Random sampling method and from the analysis of the data, it was found that the implementation of wireless technologies in HEIs have created lot of opportunities and also challenges.
Abstract: Although, all high school students in Japan are required to learn informatics, many of them do not learn this topic sufficiently. In response to this situation, we propose a support package for high school informatics classes. To examine what students learned and if they sufficiently understood the context of the lessons, a questionnaire survey was distributed to 186 students. We analyzed the results of the questionnaire and determined the weakest units, which were “basic computer configuration” and “memory and secondary storage”. We then developed a package for teaching these units. We propose that our package be applied in high school classrooms.
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 purpose of this study is to explore the impacts of
computer games on the mathematics instruction. First, the research
designed and implemented the web-based games according to the
content of existing textbook. And the researcher collected and
analyzed the information related to the mathematics instruction
integrating the computer games. In this study, the researcher focused
on the learning motivation of mathematics, mathematics achievement,
and pupil-teacher interactions in classroom. The results showed that
students under instruction integrating computer games significantly
improved in motivation and achievement. The teacher tended to use
less direct teaching and provide more time for student-s active
learning.
Abstract: Practicum placements are an critical factor for student teachers on Education Programs. How can student teachers become professionals? This study was to investigate problems, weakness and obstacles of practicum placements and develop guidelines for partnership in the practicum placements. In response to this issue, a partnership concept was implemented for developing student teachers into professionals. Data were collected through questionnaires on attitude toward problems, weaknesses, and obstacles of practicum placements of student teachers in Rajabhat universities and included focus group interviews. The research revealed that learning management, classroom management, curriculum, assessment and evaluation, classroom action research, and teacher demeanor are the important factors affecting the professional development of Education Program student teachers. Learning management plan and classroom management concerning instructional design, teaching technique, instructional media, and student behavior management are another important aspects influencing the professional development for student teachers.
Abstract: The main purpose of this research aimed to create tactile texture designed media for the blind used for extra learning outside classrooms in order to enhance imagination of the blind about Himmapan creatures, furthermore, the main objective of the research focused on improving the visual disabled perception to be equal to normal people. The target group of the research is blinded students studying in The Bangkok school for the blind between grade 4-6 in the second semester of 2011 who are able to read the braille language. The research methodology consisted of the field study and the documentary study related to the blind, tactile texture designed media and Himmapan creatures. 10 pictures of tactile texture designed media were created in the designing process which began after the analysis had conducted based the primary and secondary data. The works had presented to experts in the visual disabled field who evaluated the works. After approval, the works used as prototype to teach the blind. KeywordsBlind, Himmapan Creatures, Tactile Texture.
Abstract: With the proliferation of the mobile device
technologies, mobile learning can be used to complement and
improve traditional learning problems. Both students and teachers
need a proper and handy system to monitor and keep track the
performance of the students. This paper presents an implementation
of M-learning for primary school in Malaysia by using an open
source technology. It focuses on learning mathematics using
handheld devices for primary schools- students aged 11 and 12 years
old. Main users for this system include students, teachers and the
administrator. This application suggests a new mobile learning
environment with mobile graph for tracking the students- progress
and performance. The purpose of this system is not to replace
traditional classroom but to complement the learning process. In a
testing conducted, students who used this system performed better in
their examination.
Abstract: Software engineering education not only embraces
technical skills of software development but also necessitates
communication and interaction among learners. In this paper, it is
proposed to adapt the PBL methodology that is especially designed to
be integrated into software engineering classroom in order to promote
collaborative learning environment. This approach helps students
better understand the significance of social aspects and provides a
systematic framework to enhance teamwork skills. The adaptation of
PBL facilitates the transition to an innovative software development
environment where cooperative learning can be actualized.
Abstract: Nowadays the asynchronous learning has granted the permission to the anywhere and anything learning via the technology and E-media which give the learner more convenient. This research is about the design of the blended and online learning for the asynchronous learning of the process management subject in order to create the prototype of this subject asynchronous learning which will create the easiness and increase capability in the learning. The pattern of learning is the integration between the in-class learning and online learning via the internet. This research is mainly focused on the online learning and the online learning can be divided into 5 parts which are virtual classroom, online content, collaboration, assessment and reference material. After the system design was finished, it was evaluated and tested by 5 experts in blended learning design and 10 students which the user’s satisfaction level is good. The result is as good as the assumption so the system can be used in the process management subject for a real usage.