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| 8971 | 2017 Article | Managing absorptive capacity to enhance the influence of TQM practices on product performance Maha Mohammed Yusr Innovation, nowadays classified among the best strategies of the organizations’ survival. However, innovation combines with high level of risk that requests certain level of capabilities in order to face different kinds of risks. Therefore, this study is an attempt to investigate the relationship between TQM practices, absorptive capacity and innovation performance. The sample size was manufacturing companies operating in Malaysia. The main findings indicate to the positive effect of applying TQM on absorptive capacity, while the relationships between TQM and innovation performance was not supported. In the light of the output several recommendations have been mentioned to the managers of the companies... 902 hits |
| 8972 | 2017 Article | Physical activity and BMI level of youth in low cost housing in Kuala Lumpur M. M. Iskandar Obesity has been recognised as a major public health concern due to lack of physical activity and a sedentary lifestyle. The aim of this study was to determine the status of physical activity level and body mass index (BMI) among youth living in low-cost housing in Kuala Lumpur. The respondents were youths aged between 15 and 25 (19.80, SD=3.17) years old and consisted of 214 males and 172 females. The BMI value was determined through the ratio of body weight and height, while the level of physical activity was measured using the International Physical Activity Questionnaire (IPAQ). The descriptive analysis showed that the mean BMI of male respondents was (22.65, SD=3.11) kg/m² and (23.73,SD=3.30) kg/m² for the females. A total of 227 (58.80%) of the respondents had low-level physical activity (441.57, SD=81.64) MET-min·wkˉˡ. Correlation analysis showed that there was positive correlation between age and BMI (r=0.18, p.. 452 hits |
| 8973 | 2017 Article | The implications of using teaching aids in the teaching of the Science and Technology component in Malaysian preschools Suppiah Nachiappan In accordance with the Ministry of Education in Malaysia (2010), a crucial change involving the content and learning levels of preschool curriculum has been emphasized. Specifically, an early focus on the education of Science and Technology as a component in preschool curriculum has been proposed, involving skills such as exploration, investigation, observation, classification and so on. The importance of these skills are mentioned by Gallenstine (2004) who states that practical activities are necessary for children to empower their observational skills. Bose, Tsamaase & Seetso (2013) reiterate this finding by stating that the use of teaching aids help in the stimulation and motivation to problem solving and decision making skills. This study aims to identify the types of teaching aids used by the preschool teachers and the problems faced related to it in teaching the Science and Technology component. Qualitative method used and data were analyzed using Hermeneutic method and the findi..... 549 hits |
| 8974 | 2018 Article | Penjelasan identiti asas pengaturcaraan dan perubahan konseptual melalui adegan permainan May Asliza Tan Zalilah Pembelajaran melalui adegan permainan adalah satu pendekatan pembelajaran berasaskan permainan. Proses pengajaran dan pembelajaran menggunakan adegan permainan lebih menarik dan berkesan kerana pendekatan ini seolah-olah hidup dengan aktiviti permainan yang disediakan. Pelajar akan mengalami sendiri dunia penceritaan permainan yang dilaksanakan. Artikel ini mengupas penjelasan identiti asas pengaturcaraan dan perubahan konseptual melalui adegan permainan dengan menilai motivasi dan pengalaman pelajar. Seramai 55 responden terdiri daripada pelajar Semester 3 bagi program Sijil Aplikasi Perisian Komputer (SAPK) di Kolej Komuniti. Motivasi dan pengalaman pelajar diukur dengan merujuk instrumen IMI (intrinsic motivation inventory). Dapatan kajian dianalisis berpandukan statistik ujian-T dan deskriptif untuk mendapatkan kekerapan dan peratusan dengan menggunakan perisian Statistical Package for Social Science. Hasil kajian menunjukkan pelajar bersetuju bahawa penggunaan adegan permainan dal..... 604 hits |
| 8975 | 2017 Article | Developing and testing a self-learned interactive multimedia courseware for music aural lesson Mohd. Nizam Nasrifan As multimedia teaching and learning technologies become more extensively advocated and employed in higher education, researcher attempt to comprehend the suitability of such technologies on student self learning material. This paper presents a research study that was conducted to develop and test a self-learned interactive multimedia courseware of Music Aural lesson. This discussion focuses upon the appropriateness of selected content, instructional design and technical aspect that been incorporated into authoring software with interactivity option and admirable audio video support. A variety of media techniques including text, sound, pictures, video clips and animation were utilized to present the content of Music Aural lesson in an interactive and effective design. It also enclosed activities that students can embark on interactively to strengthen and test their self learning. The data was collected through a survey and feedback to bring forth students' perceptions and attitudes rega..... 1003 hits |
| 8976 | 2018 Article | Kesan penggunaan teknik inkuiri penemuan berbanding tutorial dalam pembinaan koswer terhadap pencapaian pelajar Abdul Aziz Basri Kajian ini bertujuan untuk melihat kesan penggunaan teknik inkuari penemuan berbanding tutorial dalam pembinaan koswer ke atas pencapaian pelajar Tingkatan 2, dalam mata pelajaran sains. Reka bentuk kajian yang digunakan adalah pendekatan eksperimen. Pembolehubah bebas dalam kajian ini ialah koswer pendidikan teknik inkuiri penemuan dan koswer teknik tutorial. Manakala pembolehubah bersandar adalah prestasi pencapaian pelajar Tingkatan 2 dalam mata pelajaran Sains. Populasi kajian ialah terdiri daripada pelajar Tingkatan 2 di SMK Sungai Retang, Jerantut. Sampel kajian terdiri daripada 60 orang pelajar yang dipilih secara rawak dari tiga kelas. Sampel dibahagikan kepada dua kumpulan iaitu kumpulan rawatan dan kawalan secara rawak seramai 30 orang setiap kumpulan. Instrumen kajian yang digunakan ialah ujian pra, ujian pos dan soalselidik. Data-data yang diperolehi telah dianalisis menggunakan kaedah statistik inferens. Hasil kajian menunjukkan terdapat perbezaan pencapaian yang signifika..... 867 hits |
| 8977 | 2018 Article | VIRTEST plus 3D: pengajaran subjek hospitaliti (Kaunter Hadapan) menggunakan bilik tetamu/hotel maya Quah, Wei Boon Artikel ini melaporkan perkembangan "VIRTEST plus 3D," satu pelan bilik tetamu/ hotel maya untukpengajaran dan pembelajaran perhotelan melalui virtual guest room/hotel - bilik tetamu/ hotel maya,dari perspektif pedagogi. Virtual guest room membolehkan pelajar bergerak seumpama dalam situasisebenar dalam bilik tetamu. Apabila pensyarah menggerakkan pandangan dalam Virtual guest room,pelajar dapat melihat kedudukan barangan dan situasi yang sebenar dalam bilik tetamu dan hotelseterusnya memudahkan pelajar memahami prosedur untuk memperkenalkan bilik dan menerangkan fasiliti dalam bilik dan hotel kepada tetamu. VIRTEST plus 3D ini telah digunakan oleh pelajarsewaktu proses pengajaran dan pembelajaran (PdP) aktiviti amali LnP 02.02 – lakukan tugas Bellman bagi modul Kaunter Hadapan untuk pelajar-pelajar semester 4, Program Sijil Operasi Perhotelan. Hasil dapatan pengguna terhadap VIRTEST plus 3D ini melalui borang soal selidik, didapati ianya dapatmewujudkan satu situasi yang sebenar dal..... 1121 hits |
| 8978 | 2018 Article | Pembinaan dan penilaian Perisian Multimedia Elektrokimia (PME) Muhd Ibrahim Muhamad Damanhuri Artikel ini menerangkan pembangunkan Perisian Multimedia Elektrokimia (PME) yang telah direka bentuk berdasarkan sukatan mata pelajaran kimia tingkatan 4 dalam topik elektrokimia. Metodologi pembangunan PME adalah berasaskan model reka bentuk Alessi dan Trollip (2001). Pembangunan PME dilakukan secara sistematik berasaskan teori-teori pembelajaran yang merangkumi teori behaviorisme, kognitif dan konstruktivisme. Tutorial telah digunakan sebagai pendekatan pedagogi utama, selain latih tubi dan simulasi. Perisian pengarangan Authorware 6.5 digunakan sebagai pelantar utama, manakala Macromedia Flash 5 digunakan untuk membina elemen-elemen animasi. Terdapat dua ujian yang dijalankan bagi menilai PME. Ujian peringkat pertama melibatkan pengedaran soal selidik di kalangan guru-guru kimia. Analisis ujian ini mendapati responden memberi penilaian yang positif terhadap isi kandungan, reka bentuk interaksi, reka bentuk persembahan dan reka bentuk informasi PME. Manakala ujian peringkat kedua mel..... 1463 hits |
| 8979 | 2018 Article | Kesan penggunaan teknik peer instruction dengan pendekatan kelas flipped terhadap pencapaian pemahaman konsep sejarah M. Kaviza Kajian ini bertujuan untuk mengkaji kesan penggunaan teknik peer instruction dengan pendekatan kelas flipped terhadap pencapaian pemahaman konsep sejarah dalam kalangan murid Tingkatan Empat. Kajian ini merupakan kajian eksperimen dengan reka bentuk faktorial 2 X 2 yang melibatkan seramai 122 orang murid dari dua buah sekolah yang dikategorikan sebagai kumpulan eksperimen dan kumpulan kawalan. Ujian pencapaian pemahaman konsep sejarah yang dibina sendiri oleh pengkaji bagi topik Perkembangan di Eropah merupakan instrumen kajian ini yang telah disahkan oleh pakar penilai dan mempunyai nilai kebolehpercayaan, indeks kesukaran dan diskriminasi yang baik. Data kajian ini dianalisis secara deskriptif dan inferensi dengan menggunakan perisian IBM SPSS Statistics. Analisis inferensi yang digunakan adalah ujian-t Sampel Tak Bersandar dan ujian ANOVA Dua Hala. Dapatan kajian ini menunjukkan bahawa murid-murid dalam kumpulan eksperimen (pendekatan flipped dengan teknik peer instruction) dapat me..... 849 hits |
| 8980 | 2018 Article | Attitude of undergraduate students towards gamification: a case study of northwest geo-political zone, Nigeria Ali, Auwalu Rabiu Gamification of education is new field in education that is attracting researchers who are passionate on education. However, no much researches were made to assess the users’ perception on its application in enhancing students understanding of certain subjects such as Environmental Education. This article is aimed at assessing the students’ attitude on the application of eeGamification in environmental education. The method employed was survey method. A structured questionnaire was used and a total of 372 respondents were used in the study. The survey employed descriptive statistics analysis to measure the level of students’ attitude towards eeGamification. The result indicates that students have positive attitude towards gamification. This shows that students accept the idea of gamification in improving students’ understanding of Environmental Education... 920 hits |
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