UPSI Digital Repository (UDRep)
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2771 | 2021 thesis | Pembangunan dan pengujian heuristik permainan video mobil Awang Sains menggunakan kaedah Fuzzy Delphi Mohd Radhi Md Shukri Kelemahan murid tahun 4 dalam menguasai kemahiran proses Sains di sekolah rendah
menjadi pendorong kepada kajian ini. Kajian ini bertujuan untuk membangun dan
menguji permainan video mobil Awang Sains. Kajian ini mempunyai tiga objektif.
Pertama, untuk membangunkan permainan video mobil 2 dimensi bagi pembelajaran
subjek Sains tahun 4. Kedua adalah untuk membangunkan instrumen pengujian
heuristik permainan video mobil. Ketiga, menguji heuristik permainan video mobil
Awang Sains untuk dijadikan sebagai bahan bantu mengajar baharu bagi membantu
guru dan murid dalam proses pengajaran dan pembelajaran kemahiran proses sains
tahun 4. Kajian ini berasaskan kepada pendekatan kajian Reka Bentuk dan
Pembangunan (Design and Development Research / DDR) dan menggunakan model
ADDIE untuk fasa pembangunan. Berpandukan kepada pendekatan ini, ia terbahagi
kepada tiga fasa. Fasa pertama melibatkan analisis keperluan pembangunan daripada
sorotan literatur. Fasa kedua ialah kajian terhadap pe..... 1409 hits |
2772 | 2023 final_year_project | Perbandingan pelaksanaan gaya bahasa dan seni bahasa dalam pengajaran Bahasa Melayu di sekolah menengah Nur Zakirah Mat Rahim Kajian ini dijalankan bertujuan untuk menganalisis pelaksanaan gaya bahasa, dan seni bahasa berpandukan Teori Konstruktivisme dalam pengajaran Bahasa Melayu kepada pelajar sekolah menengah. Selain itu, kajian ini bertujuan untuk menghuraikan pandangan guru terhadap pelaksanaan gaya bahasa dan seni bahasa dalam pengajaran Bahasa Melayu kepada pelajar sekolah menengah. Kajian ini berbentuk kuantitatif dan menggunakan kaedah persampelan iaitu daripada responden seramai 56 orang iaitu pelajar tingkatan 4 dan 5 serta seorang guru Bahasa Melayu. Kajian ini hanyalah dijalankan di sebuah sekolah sahaja iaitu Sekolah Menengah Kebangsaan Kampong Laut di negeri Kelantan. Kaedah data dikumpul daripada responden adalah secara kaedah soal selidik melalui borang soal selidik yang diberikan kepada 55 orang pelajar dan kaedah temu bual kepada seorang guru Bahasa Melayu. Hasil dapatan menunjukkan bahawa pelaksanaan gaya bahasa dan seni bahasa pada pandangan pelajar iaitu dari segi tahap pemahaman, pengu..... 921 hits |
2773 | 2023 final_year_project | Pendekatan gamifikasi dalam pengajaran tatabahasa Bahasa Melayu dalam kalangan guru pelatih Norhanim Sofie Mahasan Kajian ini memerihalkan tentang pendekatan gamifikasi dalam pengajaran tatabahasa
Bahasa Melayu dalam kalangan guru pelatih. Objektif kajian ini terbahagi kepada tiga
iaitu 1) mengenal pasti persepsi guru pelatih terhadap pendekatan gamifikasi dalam
pengajaran tatabahasa Bahasa Melayu, 2) mengenal pasti jenis-jenis aplikasi
gamifikasi yang digunakan oleh guru pelatih dalam pengajaran tatabahasa Bahasa
Melayu, dan 3) menganalisis cabaran yang dihadapi oleh guru pelatih semasa
menggunakan pendekatan gamifikasi dalam pengajaran tatabahasa Bahasa Melayu.
Data kajian ini dikumpul secara kuantitatif iaitu melalui kaedah soal selidik. Seramai
50 orang guru pelatih Universiti Pendidikan Sultan Idris (UPSI), Perak dari program
Ijazah Sarjana Muda Pendidikan Bahasa Melayu dengan Kepujian telah dipilih
sebagai sampel kajian. Data yang diperoleh dianalisis menggunakan perisian IBM
SPSS Statistic 25. Hasil penelitian jelas menunjukkan bahawa persepsi guru pelatih
terhadap pendekatan gam..... 2172 hits |
2774 | 2023 final_year_project | Memperbaiki kesukaran pengajaran guru Bahasa Tamil di sekolah menengah melalui pendekatan Bridge21 Malini Magendran Kajian ini bertajuk ‘Memperbaiki kesukaran pengajaran guru Bahasa Tamil di sekolah
menengah melalui pendekatan Bridge21’. Bridge21 ini adalah pendekatan yang dicipta
oleh penyelaras penyelidikan bernama 'Aibhin Bray' di Trinity College Dublin. Pada
masa kini, ramai guru Bahasa Tamil di sekolah menengah menghadapi pelbagai
kesukaran dalam pengajaran dan pembelajaran. Hal ini demikian kerana, mereka tidak
dapat melaksanakan pengajaran yang berkesan semasa pengajaran pembelajaran atas
beberapa masalah yang tertimbul dari aspek-aspek lain. Selain itu, hakikat bahawa
pelajar beraksi pasif pada seluruh waktu pengajaran dan pembelajaran dijalankan
manakala, mereka lulus pembelajaran dengan menghafal segala kandungan semasa
peperiksaan. Ini secara langsungnya menunjukkan bahawa kalangan masyarakat
intelektual tidak berkembang. Oleh itu, pendekatan ini membantu mengatasi masalah
ini. Terdapat beberapa unsur pedagogi abad ke-21 dalam pendekatan ini termasuk
pembelajaran kolaborat..... 747 hits |
2775 | 2021 article | Towards the feasibility of instituting a Philippine digital audio library: a case study Li, Jia As a spearhead force in music research, especially in the area of South East Asia region, the University of the Philippines (UP) Center for Ethnomusicology (UPCE) caters to a gigantic collection of audio materials which covers different musics and musical traditions in the Philippines, South East Asia and representative areas from other continents. As an outcome of its former appellation, the “UP Ethnomusicology Archives”, UPCE hosts an ethnomusicological collection of about 2500 hours of recorded music in open reel and cassette tape formats, under the authorship of Jose Maceda whose visionary work of putting together these valuable recorded materials left a treasure for ethnomusicology scholarship and research. In recognition of his influential contribution that made the UCPE an archive and repository of materials on music, philosophy, anthropology and other cognate disciplines, these audio materials, together with field notes, music transcriptions, song texts, photographs, music ..... 277 hits |
2776 | 2021 article | The development of an Augmented Reality game KANJI write for beginners Lai, Cai Xian Learning how to write in Japanese is now a new trend in Malaysia, but Kanji is hard for non-native Japanese speakers to understand and memorize if not taught from young. Beginners who learn Kanji Japanese language faced difficulties in memorizing the kanji characters with correct stroke order. Thus, KANJI Write, an educational Augmented Reality (AR) adventure game was designed and developed to overcome the problem. The main purpose of the game is to help players memorizing the correct stroke order of Kanji characters through playing the game. Players will play as Nana, an Asian girl who has started learning Kanji and facing difficulties in memorizing Kanji stroke order. The art style of the game is following the direction of cuteness 3D low poly style. The most eye-catching point about this game is that the game level is activated by scanning the cards. After scanning those cards, players can start exploring and searching for the strokes needed to complete the level. A playtesting sess..... 299 hits |
2777 | 2021 article | School innovativeness as predictors of school performance in Malaysian primary schools Kavitha Selvaraja This study is an attempt to explore the level of school innovativeness and its prediction towards school performance as perceived by teachers. The data was collected using survey questionnaire from the sample of 324 teachers from primary schools in Johor, Perak, Pahang and Selangor. Subsequently, the collected data was analysed using descriptive analysis, One-way ANOVA and multiple regressions. The result showed that Malaysian schools practiced moderate level of innovativeness as overall. However, National Type Tamil schools practiced higher level of innovativeness in comparison with National schools and National Type Chinese schools based on teacher’s perception. Apart from that, the result also showed that teachers perceived school innovativeness significantly predict the school performance. With the result obtained, this study proposed some recommendations to the ministry, policy makers as well as researchers to improve school performance in Malaysian primary schools... 421 hits |
2778 | 2021 article | Review on dark web and its impact on internet governance Diviya Shini Rajamanickam Cyber attackers use the Dark Web, a collection of facilities that are not visible to search engines and normal users, to explore a variety of illegal products and services. In this paper, the Dark Web and its impact on internet governance were analysed. The findings of a review of the literature provide in-depth knowledge on the increasing number of crimes committed on the Dark Web, considering the economic, social, along with ethical consequences of cybercrime on the Dark Web, as well as analysing the consequences and methods for locating the criminals, as well as their drawbacks. Fraudsters, militants, and government-sponsored secret agents used the Dark Web where is among the most popular difficult together with unidentifiable channels to achieve their illicit goals. Crimes that were committed on the Dark Web are similar to criminal offenses committed in the real world. Nevertheless, the sheer size of the Dark Web, the unpredictability of the ecosystem, as well as the privacy and co..... 232 hits |
2779 | 2021 article | Review on Confidentiality, Integrity and Availability in Information Security Chai, Kar Yee Information security is very significant needs to be secured due to people relying on networks and communication. Therefore, protecting information is a major challenge with the number of users increases rapidly in recent years. The aim of this article is to review Confidentiality, Integrity and Availability (CIA) in information security. This article focuses on the issues of information security and the requirements of information security. The articles, journals and conference papers are reviewed by researchers were published in 2016-2021. Security issues are analyzed in the recent methodologies. The result of the relationship between CIA in each information security requirement is at a moderate level. It is suggested cybersecurity risk awareness program for society is needed. Therefore, every user could get full advantages in networks and digital platforms... 493 hits |
2780 | 2021 article | Preliminary analysis of data science talents in Chinas online recruitment market using Web scrapping tool Yang, Shiwei China implements a big data strategy, accelerates the construction of a digital China, and data science has entered a new and dynamic era. There is an increasing demand for data science talents from all walks of life. The main purpose is to obtain the market demand for data science talents, understand the demand for the data science talent market, and analyze the demand for data science talents. The research method uses Web Scrapping Tool to grab data science talent demand information from major domestic recruitment websites and then obtain data science talent demand through information analysis. Major findings preliminary assessed the data talent market in China from the aspects of geographic demand for data talents, company size, industry demand, and salary. Future research can use crawling information to join machine learning algorithms, in-depth study of the internal connection of China's data science talent needs, and provide suitable training programs for universities... 383 hits |
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