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UPSI Digital Repository (UDRep)
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| Latest addition to the database : |
| 21 | 2019 Article | Needs analysis on the development of problem based learning module for the microcontroller subject at Vocational College Najwa Mohd Najid Based on the analysis of student achievement throughout Vocational Colleges in Malaysia, it was found that the Microcontroller subject had the lowest achievement compared to other subjects. The results of the achievement analysis also show that students have difficulty achieving good results in the subject of Microcontroller. This indicates the need for improved implementation of the Microcontroller teaching and learning system implemented in the classroom. In regard to this matter, this study aims to identify the difficulty level of the six main topics (unit 1 - 6) and sub-topics in ETN5044 as well as the perception of the lecturers and students towards the existing module and the teaching and learning methods of the Microcontroller subject. The findings of this study shall initiate the phase of developing a learning module for the Microcontroller (ETN5044) subject using Problem Based Learning (PBL). The needs analysis also aims to determine whether the product meets the learning need..... 11 hits |
| 22 | 2025 Thesis | The Inheritance and transformation of Confucianism in Shen Jiabens revision of the law Lu,Na The aim of the study is to examine Shen Jiaben's legal reforms during the late Qing's New Policies era, focusing on his inheritance and transformation of Confucian thought within this reform context. This study employs intellectual history and comparative research methodologies to delved deeply into how Shen Jiaben upheld the core tenets of Confucianism while infusing them with new meanings. The research found that Shen Jiaben not only inherited the core principles of Confucian thought in his legal reforms but also creatively transformed them through selective reinterpretation of classical texts and adaptive integration of Western legal norms. By preserving Confucian ethics such as ren (benevolence) and li (propriety) while abolishing outdated practices like corporal punishment, he reconfigured Confucianism into a "social charisma" legitimizing institutional modernization. This dual approach revitalized Confucianism as a dynamic framework mediating between civilizational heritage and l..... 5 hits |
| 23 | 2025 Thesis | Synthesis of Thiol Functionalised γ-Al o2 as adsorbent for Cd2+ Nur Iraizzati Shaifudin The modification of gamma alumina (_-Al2O3) derived from used aluminium (Al) beverage cans as an adsorbent for wastewater treatment is an eco-friendly strategy that supports the Al recycling initiative in Malaysia. This research aimed to evaluate the potential of thiol functionalised _-Al2O3 as an adsorbent for Cd2+ removal. The research was conducted with three objectives: first the synthesis of _-Al2O3 from Al beverage cans (later named as _-Al2O3(S)) and thiol-functionalised _-Al2O3 (_-Al2O3-BDMT and _-Al2O3-TgA) from both commercial and synthesised _-Al2O3 (named _-Al2O3(C) and _-Al2O3(S) respectively); secondly, the characterisation of the adsorbents and finally the equilibrium adsorption studies in aqueous solution towards Cd2+, which includes adsorption isotherm profile and kinetics. From the adsorption studies, all adsorbents demonstrated an optimum Cd2+ removal at pH 6 at an initial Cd2+ concentration of 10 mg/L. However, _-Al2O3(C)-BDMT, _-Al2O3(S)-BDMT, _-Al2O3(C)-TgA and _-..... 8 hits |
| 24 | 2025 Thesis | A framework of immersive virtual reality game based learning to foster computational thinking skills Sukirman Digital games and virtual reality (VR) technologies are promising interactive learning tools for fostering computational thinking (CT) skills. However, robust and systematic frameworks for designing and implementing game-based learning experiences within VR environments are lacking, particularly for the development of CT skills. The research objectives are to: 1) develop an immersive virtual reality game-based learning (IVR GBL) framework to foster CT skills, 2) integrate the framework into a VR game, and 3) validate its usability and effectiveness in the context of the CT skills development. The framework was applied in the development of a VR game entitled _CT Saber_, designed to facilitate CT learning. The study employed a Design and development research (DDR) methodology, encompassing systematic literature analysis, expert reviews, and a quasi-experimental design. Nine experts in educational technology (digital games and VR) and CT validated the framework. The study involved 107 un..... 9 hits |
| 25 | 2019 Article | Implementation and usefulness of outcomes-based instruction among college of education students Marti, Matronillo M. This study aimed to determine the status of implementation of Outcomes-based instruction as mode of instruction employed by the instructors in terms of practices and environment and its level of usefulness in terms of academic, attitude and instruction as perceived by the College of Education students of Ifugao State University Potia Campus. This study used a descriptive method of research. Based on the results, Outcomes-based instruction was implemented in terms of practices and environment. The respondents assessed that it was useful in terms of academic and instruction. On the other hand, it was very useful in terms of attitudes. Based from the findings, if outcomes-based instruction was implemented, it was also useful. This indicated that there was a significant relationship between the implementation and usefulness of OBE with the r-value 0.69. An action plan was presented to address the indicators which obtained the least weighted mean in each aspect. The researcher recommends th..... 8 hits |
| 26 | 2025 Thesis | The effects and relationship of motivation and achievement in STEM learning among Orang Asli students using augement reality applications Nurhanisah Surdi Augmented reality (AR) applications are increasingly gaining attention in education due to its ability to create interactive and engaging learning. However, there are limited studies on their effect towards motivation and achievement in STEM learning among Orang Asli students. As such, this study aims to: i) identify the effects of using AR applications to assess the level of motivation among Orang Asli students in STEM learning; ii) establish the effects of using AR applications on the achievement level of Orang Asli students in STEM learning; and iii) measure the strength of the correlation between motivation and achievement in STEM learning among Orang Asli students when using AR applications. A total of thirty (30) Form 1 Orang Asli students from a school in Perak. This study employed a quasi-experimental design involving control and treatment groups, where the data were collected through pretest and posttest, as well as from questionnaires based on the Attention, Relevance, Confid..... 4 hits |
| 27 | 2025 Thesis | Effect of Virtual Reality Headset towards anxiety and kick serve performance among Sabah MSSM male Tennis players Subramaniam Soorinarayanan This study examined the effectiveness of using Virtual Reality (VR) Headset Gear to reduce anxiety among male Sabah MSSM tennis players during the execution of a kick serve. A quasi-experimental design was utilized, comprising three phases: needs analysis with 26 coaches, validation by 10 experts, and an assessment of 40 male MSSM tennis players, 14 and 17 years old. The research instruments included the Competitive State Anxiety Inventory-2R (CSAI-2R) for measuring anxiety levels, the Sports Imagery Ability Measure (SIAM-M) for assessing mental imagery related to the kick serve, and the Relaxation State Questionnaire (RSQ) to evaluate relaxation levels. Results from the needs analysis indicated that 63.34% of the coaches agreed or strongly agreed on the potential benefits of VR in enhancing the training environment, with a mean score of 3.63 (SD = 1.22). Expert validation of the VR-based Psychological Mental Training Assessment demonstrated high reliability, achieving an overall mean ..... 6 hits |
| 28 | 2025 Thesis | Menilai pelaksanaan Google Classroom di Sekolah Jenis Kebangsaan Tamil daerah Kuala Kangsar Loga Rani Rajandran Tujuan kajian ini adalah untuk menilai pelaksanaan platform atas talian Google Classroom yang berada dalam kegunaan murid sekolah. Platform pengajaran dan pembelajaran atas talian adalah satu aspek penting pada zaman ini. Justeru wujud keperluan untuk mengenalpasti tahap persepsi guru dalam pelaksanaan Google Classroom. Kajian ini berbentuk tinjauan yang menggunakan soal selidik sebagai instrumen. Populasi kajian adalah seramai 139 orang guru daripada 12 buah Sekolah Jenis Kebangsaan Tamil (SJKT) dalam daerah Kuala Kangsar. Daripada jumlah populasi, 103 sampel telah dipili h secara rawak mudah. Kajian ini menggunakan pendekatan kuantitatif secara analisis deskriptif dan inferensi . Data di analisis menggunakan SPSS . Hasil dapatan kajian deskriptif menunjukkan peratus tahap persetujuan guru-guru sekolah adalah tinggi terhadap kesemua empat konstruk iaitu konteks, input, proses dan produk. Manakala, dapatan ujian regresi berganda dalam kajian menunjukkan bahawa keempat-empat pembolehuba..... 2 hits |
| 29 | 2019 Article | Educational game design to improve reasoning skills Nita Novianti Mathematical reasoning is a modern learning media that is suitable for improving mathematical thinking. Problem Based Learning is one learning model that can help enhance reasoning. This article aims to design multimedia learning in the form of educational games to enhance students' mathematical reasoning. This research is a type of development research using the Multimedia Development Life Cycle model. The procedure includes six stages, namely concept, design, collecting materials, assembly, testing, and distribution while this research is limited to the design stage. The subjects of the study consisted of teachers and students_ class 8 of SMP Muhammadiyah 1 Kalasan. The research instruments were observation guides, interview guidelines, and documentation sheets. Observation guidelines are used to retrieve student characteristics data while interview guidelines are used to determine the characteristics of students from the teacher's perspective during the learning process and document..... 7 hits |
| 30 | 2019 Article | Design student worksheets based on problem- learning to enhance mathematical communication Ina Riyati Mathematical communication ability is one of the abilities that must be possessed by students in 21st century learning. Worksheets of students who have not yet integrated mathematical abilities will hinder the achievement of learning objectives. Problem based learning is a model that can improve mathematical communication skills. This study aims to design mathematics student worksheets of problem-based learning models to improve mathematical communication skills. This research is a type of development research with the ADDIE model. This research focused on the design stage of ADDIE model. The subject of this study consisted of teachers and students of MTs Class VIII, Seleman, Indonesia. The instrument of data collection consists of observation guidelines, interview guidelines and documentation sheets. Observation guidelines are used for the characteristics of students' mathematical communication. The interview guide used to retrieve student characteristics data from the teacher's persp..... 5 hits |
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