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811
Abstract
This study attempts to examine the use of multimedia E-book (mE-book) in the English language classroom of a group of diploma students at two national Polytechnics in Malaysia. Among the aspects that were examined were the student_s learning engagement, their perceived motivation and reception towards the mE-book. Two questionnaires were used as data collecting instruments that were given to the students after they have experienced the mE-book. Data collected were analysed to answer the research questions. The results revealed that the polytechnic students who used mE-book in their language classroom showed a significant higher learning engagement and perceived motivation. The study also found out that the students are receptive to the use of mE-book in their language classroom. Keywords Multimedia, E-book, Polytechnics, English, Learning engagement, Perceived motivation, Reception...
Article Published 2014 121 hits Available
812
Abstract
The study aims to design a flipped classroom module of project-based learning (FCPBL) for Workplace General English course in Chinese higher vocational colleges. The study employed the design and development research approach involving need analysis, design and development, and implementation and evaluation phases. In the first phase, a survey of 404 students from five colleges was conducted to investigate their English application skills and readiness for FCPBL module. Additionally, semistructured interviews with 12 English teachers were conducted to investigate their current teaching practices. The findings indicated that students had a moderate level of English proficiency (mean = 2.93) but exhibited a high level of readiness (mean = 3.54). The current English teaching is teacher-centered and lacks workplace-relevant content. These findings highlighted the critical need for FCPBL module to improve students_ English proficiency. In the design phase, FCPBL module was developed using F.....
Thesis Published 2025 118 hits Available
813
Abstract
Wearable resistance (WR) is increasingly used in sports training to enhance performance by adding external loads to sport-specific movements. However, limited research has explored WR applications in Pencak Silat, particularly during jumping kicks. This study aimed to (1) determine and compare the biomechanical effects of WR loading distributions (3% of body mass at shank, thigh, combined shank and thigh, and 0% without load) on jumping front and back kicks, (2) examine the psychological effect of WR on mood responses during warm-up, and (3) evaluate the chronic effects of WR loading distributions on kicking performance after six weeks of training. A total of fifteen (N=15) athletes participated in the biomechanical analysis, sixty (N=60) in the mood response study, and forty (N=40) in the training intervention. Kinematic data, including kicking velocity, kicking time, kicking height, hip angle, and leg displacement, were analyzed using Kinovea software, while the Brunel Mood Scale mea.....
Thesis Published 2025 149 hits Available
814
Abstract
Northern Shaanxi folk song refers to the folk song in the north of Shaanxi province, China, specifically YuLin City and Yan'an City. These folk songs serve as a genuine reflection of the emotions experienced by the local population, encompassing both moments of sorrow and joy as well as themes of love and hate. They encapsulate the multifaceted human experiences, offering a window into the profound depths of the people's lives in this region. This study focuses on researching the vocal techniques and dialect of northern Shaanxi folk songs. This study employs a practice-led research approach to bridge theoretical insights with practical performance strategies, offering a comprehensive understanding of vocal techniques and dialects of northern Shaanxi folk songs. Through research found that the vocal technique is not single but diverse of northern Shaanxi folk songs include "__(Gao Qiang)," "__(Ping Qiang)," glissando, trill, and staccato, among them "Gao Qiang" is representative. The no.....
Thesis Published 2025 146 hits Available
815
Abstract
Kreativiti dan kemahiran merupakan antara aspek yang menjadi nilai tambah bagi seorang pembangun dan pereka bentuk permainan digital. Kertas kerja ini membincangkan tinjauan awal empat fokus utama dalam pembentukan set indikator kreativiti dan set kemahiran kanak-kanak dalam mereka bentuk permainan digital untuk tujuan pembelajaran di dalam bilik darjah iaitu; (i) peranan kanak-kanak sebagai pereka bentuk permainan digital; (ii) kreativiti kanak-kanak dalam mereka bentuk permainan digital; (iii) kemahiran kanak-kanak dalam mereka bentuk permainan digital; dan (iv) pengukuran kreativiti dan kemahiran dalam mereka bentuk permainan digital. Hasil daripada kajian awal ini, penyelidik dapat mengenal pasti jurang yang wujud dalam melaksanakan integrasi permainan digital dalam proses pengajaran dan pembelajaran yang melibatkan teknologi yang diaplikasikan, pedagogi yang digunakan, kandungan permainan digital yang terdapat di pasaran dan pengetahuan kanak-kanak dalam mereka bentuk permainan di.....
Article Published 2014 180 hits Available
816
Abstract
This aim of this study is to examine the impact of on-screen text on the learning performance of grammar learning of Bahasa Malaysia involving a group of primary schoolers. In addition, learners_ characteristics such as motivation and gender were also examined in this study. It was hypothesized that learners who had received redundant text explanation and animation would perform worse on memory and problem solving test. Results showed that the redundancy learning mode that integrates animation, sound narration and on-screen text in a computer-based environment helped improve students_ performance. This finding suggests that on-screen text could reduce cognitive load and enhance learning process, which leads to better performance. Keywords redundancy principle, modality principle, animation, multimedia instruction...
Article Published 2014 120 hits Available
817
Abstract
Perkembangan pesat dalam teknologi perkakasan dan perisian telah mengubah aplikasi komputer yang berbentuk multimedia 2D ke aplikasi yang menggunakan teknologi realiti maya. Tiga kategori realiti maya iaitu immersif, semi immersif dan tanpa immersif mula banyak digunakan dalam pelbagai domain terutamanya domain pendidikan. Kelebihan yang ditawarkan oleh teknologi realiti maya seperti kepelbagaian mod interaktiviti dan tahap interaktiviti yang tinggi, mencipta pelbagai senario, dan latihan berbentuk simulasi menyebabkan teknologi ini semakin popular di dalam domain ini. Penggunaan aplikasi realiti maya dalam domain pendidikan juga banyak memberi kebaikan seperti keselamatan, peningkatan logistik, pemahaman konsep dan keputusan penilaian psikometrik yang lebih baik berbanding dengan teknologi multimedia atau 2D. Antara faktor yang menjadikan kategori realiti maya desktop tanpa immsersif yang paling popular ialah kos, kemudahgunaan, tidak memerlukan peralatan khusus dan juga capaian melal.....
Article Published 2014 146 hits Available
818
Abstract
Bilingual corpora that contains similar documents of two different languages are examples of essential resources for Natural Language Processing (NLP) tasks including Cross-Lingual Information Retrieval (CLIR) and machine translation. Nevertheless, these resources could also be useful for many processes in learning languages. We introduce an automatic bilingual corpora generator that builds corpus resources from the web. This generator involves the use of the in-domain terms (IDT), in which the terms can be thought of as the most important contextually relevant words. The method used is simple yet practical, and makes acquiring resources from web sources more than just collecting texts and pasting them all together. However, as an on-going project, the system has not been fully implemented and evaluated. In this paper, the researchers emphasizes more on the prototype of the system in terms of appearance and display. For example, the generator shall be built on a webbased system that gi.....
Article Published 2014 129 hits Available
819
Abstract
Tujuan utama kajian ialah untuk mengenalpasti komponen utama dalam pembangunan kerangka adaptif sistem e-mentor mentee di Universiti Pendidikan sultan Idris (UPSI). Kajian ini melibatkan kajian kuantitatif dan kajian perpustakaan untuk melihat perkembangan corak e-sistem mentormentee bagi domain konvensional dan dalam talian. Kajian kuantitatif dijalankan menggunakan borang soal selidik untuk melihat persepsi pelajar terhadap peranan dan fungsi sistem mentor-mentee yang sedia ada. Seramai 71 pelajar dari UPSI terlibat di dalam kajian ini. Hasil kajian mendapati bahawa pelajar memahami peranan dan fungsi sistem berkenaan.Analisa daripada kajian perpustakaan pula, diperolehi melalui artikel jurnal dan laporan kajian yang telah dijalankan ke atas sistem mentor-mentee sama ada secara konvensional atau dalam talian. Hasil daripada analisa kajian perpustakaan ini, satu kerangka Adaptif e-sistem mentor-mentee telah dibangunkan yang mengandungi lima (5) komponen utama iaitu komunikasi, akademi.....
Article Published 2014 179 hits Available
820
Abstract
This paper introduces a conceptual Teacher-Learner framework for collaborative learning with serious games. An initial study identified 12 attributes of educational serious games that can be used to support effective learning. These attributes can be applied to the development of a conceptual framework for games to support learning. A considerable number of serious games have been developed over the 10 years, with varying degrees of success. Due to a lack of clear standards and guidelines for game developers, it is difficult to justify claims that a specific game meets the learners_ requirements and/ or expectations. This paper provides an account of a conceptual framework for serious games that will guide their designs and the measurement of achievements in meeting the learners_ requirements. Keywords conceptual framework, model, serious games, teacher-learner..
Article Published 2014 181 hits Available
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