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Total records found : 7
Simplified search suggestions : Laili Farhana Md Ibharim
12016
Thesis
Elemen kemahiran abad ke-21 dan indikator kreativiti kanak-kanak dalam proses reka bentuk permainan penceritaan digital
Laili Farhana Md Ibharim
Kajian ini bertujuan menganalisis indikator kreativiti dan elemen kemahiran abad ke-21 dalam proses reka bentuk permainan penceritaan digital menggunakan peranti Teknologi Kapasitif Sentuhan dalam persekitaran bilik darjah terhadap kanak-kanak. Melalui indikator kreativiti, kajian memberi fokus kepada aspek keaslian, keluwesan, kelancaran dan kejelasan semasa proses reka bentuk permainan penceritaan digital. Tiga elemen kemahiran abad ke-21 yang difokuskan dalam kajian ini adalah kemahiran pembelajaran dan inovasi; kemahiran maklumat, media dan teknologi; serta kemahiran hidup dan kerjaya. Kaedah gabungan berpandukan model reka bentuk kajian bertumpu selari telah digunakan bagi memperolehi dapatan yang lebih mendalam dan menyeluruh. Data dikumpulkan melalui senarai semak pemerhatian, senarai semak temu bual dan penilaian portfolio. Kajian dijalankan di sebuah sekolah di daerah Kuala Kangsar yang melibatkan 20 orang murid Tahun 4. Data kualitatif dianalisis menggunakan kaedah triangulas.....

1482 hits

22019
Article
Development of Rubric to measure children
Laili Farhana Md Ibharim
This study aims to depict how academic expert evaluation was conducted to develop a rubric for measuring children’s 21st century skills when designing digital games. The 21st century skills that are related to game design are i) learning skills and innovation; ii) information, media and technology skills; and iii) life and career development skills. The rubric was developed based on cognitive, psychomotor and affective domains of learning. Six academic experts in the field of children’s education, educational measurement and educational technology for children were recruited as evaluators of this rubric. Cohen’s Kappa Coefficient formula was used to validate the results. The finding showed that each skill level should measure analytically and specifically based on game design activity. Researchers also found that children’s skill can be enhanced by adopting the concept of digital game-based learning (DGBL), especially through game design activity. The rubric of children’s ski.....

1062 hits

32019
Article
A review of urban farming activities: taxonomy, challenges, recommendations and future research
Laili Farhana Md Ibharim
The activities of urban farming in Southeast Asia are still very limited and dispersed. In order to give valuable insights in relation to urban farming activities in Southeast Asia and to support researchers, there is a need to know in details the available options and gaps in this research direction. Thus, this study is conducted using a structured literature review to provide a coherent taxonomy and future research direction. This research focuses on the following subject matters: urban farming activities, technology application for urban farming and their use in the urban farms and smallholder farming activities in Southeast Asia. The process of reviewing literatures started with selecting the three major digital databases, namely, ScienceDirect, Web of Science, and Scopus. The study selection process consists of research into literature sources, followed by three iterations of screening and filtering, excluded duplicate articles, screening the titles and abstracts and reading of th.....

1578 hits

42019
Article
Needs analysis study on the development of multicultural counseling gamification modules for counselors in training
Laili Farhana Ibharim
Gamification in higher education is a new way in the learning environment for the 21st century. It has become an effective pedagogical tool to increase students’ involvement through immediate feedback on learning activities that allow them to reflect on what they are learning. The use of games as a pedagogical strategy is the basis for student-centered pedagogy as theyhelp promote a flexible teaching and learning environment that is in line with the curriculum stated in counselor  .To date, little research has been carried out that incorporates games in multicultural counseling pedagogy; hence, research needs to be conducted pertaining to this aspect. The article will highlight the development of a multicultural counseling gamification module known as “Immerze” based on the Gamified E-learning Design Process Model proposed by Malas and Hamtini. The Gamified E-learning design process consists of five stages; Planning, Design, Development, Deployment and Review. The article highli.....

913 hits

52019
Article
Aplikasi Kahoot sebagai alat pengujian terhadap pencapaian murid dalam mata pelajaran Sejarah
Laili Farhana Md Ibharim
Kajian ini bertujuan untuk mengenal pasti kesan penggunaan aplikasi Kahoot dalam mengukur pencapaian murid bagi mata pelajaran Sejarah Tingkatan 1. Objektif kajian ini adalah i) membangunkan alat pengujian pencapaian menggunakan aplikasi Kahoot untuk mata pelajaran Sejarah; dan ii) mengenal pasti perbezaan penggunaan aplikasi Kahoot dan ujian bertulis dalam mengukur pencapaian murid. Reka bentuk kajian ini adalah berbentuk kuantitatif terhadap 30 orang peserta yang terdiri daripada murid Tingkatan 1 di sebuah sekolah di Melaka. Kajian mengapliksikan kaedah tinjauan dengan menggunakan soal selidik dan eksperimen menggunakan set ujian untuk melihat kesan pencapaian murid terhadap mata pelajaran Sejarah dengan menggunakan dua alat pengujian yang berbeza. Analisis statistik deskriptif dan ujian-t digunakan untuk menjawab soalan bagi mencapai objektif kajian. Hasil kajian mendapati alat pengujian menggunakan aplikasi Kahoot memberikan hasil dapatan yang positif oleh murid dan pencapaian bag.....

1431 hits

62024
Article
Development and Usability Testing of a Virtual Reality Game for Learning Computational Thinking
Laili Farhana Binti Md Ibharim, Che Soh bin Said
Virtual reality (VR) is an innovative technology that immerses users within its environment, holding significant potential across various sectors, including education. Developing a VR-based application in the form of a game for educational purposes necessitates a usability evaluation. This study aims to develop and evaluate usability of a VR game, CT Saber, designed explicitly for learning computational thinking (CT). The name CT Saber is inspired by the popular VR game Beat Saber, with 'CT' denoting computational thinking to emphasize the educational focus of the game. The research employed a Design and Development Research (DDR) approach, encompassing four stages: analysis & definition, design, development, and evaluation. To assess the usability of CT Saber, pilot testing was carried out involving 36 participants (24 male, 12 female) of computer science students aged between 19-22 years. The USE Questionnaire framework was used to evaluate usability, consisting of four variables: us.....

62 hits

72011
Thesis
An alternative method for collecting and gathering data using Smartboard application in the field of interaction design and children (IDC)
Laili Farhana Md Ibharim
This study aimed to investigate the usability of interactive whiteboard technology (Smartboard) as a tool to collect and gather data and next, to build an alternative method in doing research particularly in children and design field. The usability study will focus on three main aspects which are children, interaction and the features of Smartboard itself. The approach used is fun and enjoyable which will increase the involvement of children as active participants in research to contribute more accurate and meaningful data. An application using SMART Notebook software, entitled 'Introduction of Icon' has been developed based on DDD-E instructional design model. Target users for this research were primary school children aged 7 to 12 years old in Tanjung Malim area. Nine children were individually tested in a lab on this application. Effectiveness, efficiency and satisfaction are the main aspects emphasized to measure the usability of application and this technology. Four type.....

150 hits

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