Abstract: This study aims to assess the students' needs for the
tour planning e-guide. The study is developing on the contribution
and importance of the Educational Tour Planning Guide (ETP) is a
multimedia course ware as one of the effective methods in teaching
and learning of environmental science among the students in primary
schools of the Ministry of Education, Malaysia. It is to provide the
student with knowledge and experience about tourism, environmental
science activities and process. E-guide to ETP also hopes to
strengthen the student understanding toward the subject learn in the
tourism environmental science. In order to assess the student's needs
on the e-Guide to Educational Tour Planning in Environmental
Science, the study has produced a similar e-Guide to ETP in the form
as a course ware to be tested during the study. The study has involved
several steps in order to be completed. It is such as the formulation of
the problem, the review of the literature, the formulation of the study
methodology, the production of the e-Guide to ETP, field survey and
finally the analyses and discussion made on the data gathered during
the study. The survey has involved 100 respondents among the
students in standard six primary schools in Kluang Johor. Through
the findings, the study indicates that the current tested product is
acceptable among the students in learning environmental science as a
guide to plan for the tour. The findings also show a slight difference
between the respondents who are using the e-Guide to ETP, and those
who are not on the basis of the e-Guide to ETP results. Due the
important for the study, the researcher hopes to be having a fair
discussion and excellence, recommendation for the development of
the product of the current study. This report is written also important
to provide a written reference for the future related study.
Abstract: Environmental education is the key to enhancing or changing students’ ways of thinking and acting in order to create an environmentally robust future for all. The present study investigates the beliefs of 812 primary school students, which merit consideration when developing educational interventions. Results of multiple regression analyses reveal that educational interventions should focus on promoting students’ feelings of control over pro-environmental behaviors (PEB). For example, schools could provide recycling bins on the premises. Furthermore, it is critical to develop positive attitudes in students by stressing the various benefits of PEB for keeping our planet clean and protecting wildlife. Unfortunately, our results indicate that students believe that PEB is boring and annoying. Suggestions are offered for making PEB more interesting and relevant. Further research is needed to test the effectiveness of interventions based on the present results.
Abstract: The study investigated the effects of Teaching Games
for Understanding approach on students ‘cognitive learning outcome.
The study was a quasi-experimental non-equivalent pretest-posttest
control group design whereby 10 year old primary school students
(n=72) were randomly assigned to an experimental and a control
group. The experimental group students were exposed with TGfU
approach and the control group with the Traditional Skill approach of
handball game. Game Performance Assessment Instrument (GPAI)
was used to measure students' tactical understanding and decision
making in 3 versus 3 handball game situations. Analysis of
covariance (ANCOVA) was used to analyze the data. The results
reveal that there was a significant difference between the TGfU
approach group and the traditional skill approach group students on
post test score (F (1, 69) = 248.83, p < .05). The findings of this
study suggested the importance of TGfU approach to improve
primary students’ tactical understanding and decision making in
handball game.
Abstract: School homework has been synonymous with students- life in Chinese national type primary schools in Malaysia. Although many reports in the press claimed that students were burdened with too much of it, homework continues to be a common practice in national type schools that is believed to contribute to academic achievement. This study is conducted to identify the relationship between the burden of school homework and academic achievement among pupils in Chinese National Type Primary School in the state of Perak, Malaysia. A total of 284 students (142 from urban and 142 from rural) respectively were chosen as participants in this study. Variables of gender and location (urban/rural areas) has shown significant difference in student academic achievement. Female Chinese student from rural areas showed a higher mean score than males from urban area. Therefore, the Chinese language teachers should give appropriate and relevant homework to primary school students to achieve good academic performance.
Abstract: E-learning refers to the specific kind of learning
experienced within the domain of educational technology, which can
be used in or out of the classroom. In this paper, we give an
overview of an e-learning platform 'An Innovative Interactive and
Online English Platform for Upper Primary Students' is an
interactive web-based application which will serve as an aid to the
primary school students in Mauritius. The objectives of this platform
are to offer quality learning resources for the English subject at our
primary level of education, encourage self-learning and hence
promote e-learning. The platform developed consists of several
interesting features, for example, the English Verb Conjugation tool,
Negative Form tool, Interrogative Form tool and Close Test
Generator. Thus, this learning platform will be useful at a time
where our country is looking for an alternative to private tuition and
also, looking forward to increase the pass rate.
Abstract: Problem Statement:Rapid technological developments of the 21st century have advanced our daily lives in various ways. Particularly in education, students frequently utilize technological resources to aid their homework and to access information. listen to radio or watch television (26.9 %) and e-mails (34.2 %) [26]. Not surprisingly, the increase in the use of technologies also resulted in an increase in the use of e-mail, instant messaging, chat rooms, mobile phones, mobile phone cameras and web sites by adolescents to bully peers. As cyber bullying occurs in the cyber space, lesser access to technologies would mean lesser cyber-harm. Therefore, the frequency of technology use is a significant predictor of cyber bullying and cyber victims. Cyber bullies try to harm the victim using various media. These tools include sending derogatory texts via mobile phones, sending threatening e-mails and forwarding confidential emails to everyone on the contacts list. Another way of cyber bullying is to set up a humiliating website and invite others to post comments. In other words, cyber bullies use e-mail, chat rooms, instant messaging, pagers, mobile texts and online voting tools to humiliate and frighten others and to create a sense of helplessness. No matter what type of bullying it is, it negatively affects its victims. Children who bully exhibit more emotional inhibition and attribute themselves more negative self-statements compared to non-bullies. Students whose families are not sympathetic and who receive lower emotional support are more prone to bully their peers. Bullies have authoritarian families and do not get along well with them. The family is the place where the children-s physical, social and psychological needs are satisfied and where their personalities develop. As the use of the internet became prevalent so did parents- restrictions on their children-s internet use. However, parents are unaware of the real harm. Studies that explain the relationship between parental attitudes and cyber bullying are scarce in literature. Thus, this study aims to investigate the relationship between cyber bullying and parental attitudes in the primary school. Purpose of Study: This study aimed to investigate the relationship between cyber bullying and parental attitudes. A second aim was to determine whether parental attitudes could predict cyber bullying and if so which variables could predict it significantly. Methods:The study had a cross-sectional and relational survey model. A demographics information form, questions about cyber bullying and a Parental Attitudes Inventory were conducted with a total of 346 students (189 females and 157 males) registered at various primary schools. Data was analysed by multiple regression analysis using the software package SPSS 16.
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.