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Plickers: Paper Clickers to Engage ESL Learners
Yong Chui Shan, Melor Md Yunus
Universiti Kebangsaan Malaysia, Bangi, Selangor 43600, Malaysia
Abstract— The Malaysia Ministry of Education is promoting the use of ICT by enhancing the 21st century learning skills in classroom lessons. This study aims to investigate students’ perceptions as well as their engagement in ESL classroom with the use of Plickers. An action research had been carried out in a suburban secondary school in Kuching, Sarawak on 75 students as the samples of this study. After two months of experiencing Plickers use in the ESL classroom, data was collected via a questionnaire on students’ perception of Plickers as well as their engagement level in Plickers classroom. The findings of this study show that Plickers is perceived as a useful educational tool which is able to engage students in their ESL learning process. This implies the need for teachers as well as stakeholders to promote the use of Plickers in ESL classrooms, ultimately to those schools with limited technology facilities.
Keywords— e-Learning, English Language Teaching, Mobile gadgets, Student Engagement
A Research of Analysing the Effectiveness of Speaking-pen on English Learning in Consideration of Individual Differences Using a Linear Mixed-Effect Model
Yoshihiro Maeda, Michiko Tsubaki & Masakazu Iwasaki
Department of Informatics, Graduate school of Informatics and Engineering,
The University of Electro-Communications, 1-5-1Chofugaoka, Chofu-shi, Tokyo 182-8585, Japan
Abstract—The Ministry of Education, Culture, Sports, Science & Technology in Japan (2011) started the ‘Foreign Language Activities’ in fifth grade based on the new Courses of Study in April of 2011. The ministry has considered beginning this course in third grade and the ‘English Course’ in 5th grade in order to improve students’ reading, writing, listening, and speaking skills. The ministry also developed supplemental teaching instruments, such as the CALL system. The purpose of this study is to model and analyse the effectiveness of a speaking-pen on English learning among elementary school children in consideration of individual differences using a Liner Mixed-Effect Model. The authors constructed models representing students’ overall abilities in four English skills, and analysed the effectiveness of the tools such as a speaking-pen and an audio CD on English learning in consideration of students’ backgrounds including their English learning experiences and individual differences.
Keywords— Early English Education, individual differences, Linear Mixed-Effect Model, speaking-pen
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A Study on Analysing Speaking-pen Learning Log Data Considering Interests for Improvement of Primary School Children’s English Ability
Wataru Ogawaraa*, Michiko Tsubakib & Naoto Nagamoria
aDepartment of Informatics, Faculty of Informatics and Engineering, The University of Electro-Communications, 15-1Chofugaoka, Chofu-shi, Tokyo 182-8585, Japan
bDepartment of Informatics, Graduate school of Informatics and Engineering, The University of ElectroCommunications, 1-5-1Chofugaoka, Chofu-shi, Tokyo 182-8585, Japan
Abstract—As globalization advances, early English education for children in non-English speaking countries has been regarded as important. Many studies have proposed effective learning methods; however, few of these have analysed the relationship between learning processes and their effects with respect to detailed, classified interests. This study investigated and proposed detailed learners’ interests in primary school children’s English learning as variables from log data obtained through learning with a speaking-pen, and analysed the relationship between features of learners’ interests and their improvements. Children were classified into four types based on their initial abilities, and an effective learning method was hypothesized for each type. The relationship between the features of children’s interests and variables related to self-regulated learning and English education, and their improvement of English skills, were then analysed. As a result, the validity of using variables of interests for understanding factors in English skill improvement was shown.
Keywords—Classification, interest in learning, learning process log data, regression tree
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Trend of ICT in Teaching and Learning
Tini Mogeaa & Reynaldo Joshua Salakib
aEnglish Education Department, Manado State University, Manado, Indonesia
bEducation of ICT Department, Manado State University, Manado, Indonesia
Abstract—Information and Communication Technology (ICT) is now affecting every aspect of human life. ICT has an important role in workplaces, business, education, and entertainment. Understanding of many people today recognize ICT as a catalyst for change, initiated changes in working conditions, handling and exchanging information, methods of teaching, learning approaches, scientific research, and even in accessing information.The world of education is one of the sectors affected by ICT. This is certainly influential to support learning and teaching in education to be more forward again through the use of ICT media based. In this research will be discussed about Trend of ICT for Teaching and Learning. This research is descriptive qualitative research, the research carried out by conducting a case study at Manado State University and collecting information (Literature) relating to the use of ICT in Teaching and Learning in Education.
Keywords—ICT, Teaching, Learning, Qualitative Descriptive.
Nominal Group Technique: A Brainstorming Tool for Identifying Learning Activities Using Malay Traditional Children Song to Enhance Creative Imagination of Young Children
Azli bin Ariffin¹, Saedah Siraj², Abdul Talib Mohamed Hashim¹, Noor Amy Afiza Mohd Yusof²
¹Universiti Pendidikan Sultan Idris, 35900 Tanjung Malaim, Perak, Malaysia ²Universiti Malaya, 50603 Kuala Lumpur, Malaysia
Abstract— The purpose of this study is to identify consensus by experts on appropriate activities to enhance the development of preschool children's creative imagination through the use of Malay children traditional song. In order to obtain an in-depth understanding of teachers’ conceptions on imagination in creativity development and their beliefs about the best way to promote imagination in the classroom, the nominal group technique (NGT) was used to structure each focus group meeting. Finding shows a list of activities that have been sorted according to ranking as determined by the experts. All the experts also believe that the list of activities can boost the child's creative imagination because such activity have the characteristics that suit well with children.
Keywords— Creative imagination, Malay traditional children song, nominal group technique (NGT)
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Enhancing Students’ Academic Performance in an Online Distance Learning Institution: The Roles of Extrinsic Motivation, Intrinsic Motivation, Self-Efficacy and Time Management
Wardah Mohamad, Zahir Osman, Ratna Khuzaimah Mohamad, Liana Mohamad & Tuan Fatma Tuan Sulaiman
OUM Business School, Open University Malaysia, Bangi, Selangor
Abstract— The increasing numbers of learner failure rates are alarming in online distance learning. Previous studies have identified the factors that have contributed to online distance learning students’ failure as lack of time and lack of motivation. The purpose of this study is to develop a direct effect understanding of extrinsic motivation, intrinsic motivation, self-efficacy and time management on students’ academic performance in an online distance learning institution in Malaysia. The Structural Equation Model (SEM) was used to analyze the casual relationships between independent variables and dependent variables. The model was developed and later tested by adopting the Partial Least Square (PLS) procedure on data collected from a survey that yielded 210 usable questionnaires. The findings showed that extrinsic motivation, intrinsic motivation, self-efficacy and time management have a significant and positive influence on students’ academic performance in an online distance learning institution. The findings imply that the relationship amongst extrinsic motivation, intrinsic motivation, self-efficacy and time management on a student’s academic performance in an online distance learning institution will lead to the online distance learning institution’s low attrition rate. This study uses Smartpls 2.0 and SPSS 18.0 to test the hypothesis and analyze respondents’ profile respectively.
Keywords— Student performance, extrinsic motivation, intrinsic motivation, self efficacy, time management, performance.
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Problem Structuring Among Students towards Decision Consensus
Dianne Lee Mei Cheonga*, Louis Sanzognib & Luke Houghtonb
aFaculty of Computer and Mathematical Sciences, Universiti Teknologi MARA, Shah Alam, 40450, Malaysia
bDepartment of IBAS, Griffith Business School, Nathan Campus, Griffith University, 170 Kessels Road, Nathan QLD 4111, Australia
Abstract—Decision-problem structuring is conceptualized to be a process comprising activities characterized by the students. The activities are cognitive efforts of a group coming to an understanding and determining the representation of the decision-problem and of what knowledge is relevant to the decision-problem. Cognitive effort refers to the fraction of limited attention with respect to resources that are momentarily allocated to a process. The consensual representation of the decision-problem provides the basis for modeling those activities in some form and order. Knowing how a decision-problem is structured by students based on Management Information System domain will enable the modeling to be based on a simple descriptive behavior in problem structuring. One such method would be a mathematical model to quantify the problem which ultimately becomes well-structured.
Keywords—decision-problem, problem structuring, modeling, decision consensus.
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Role Playing in the Classroom
Sharifah Sheha Syed Aziz Baftim
Universiti Teknologi MARA, Kuala Pilah, Negeri Sembilan
Abstract— Role play is a learning tool that can allow students to embark in many different levels of higher order thinking skills. Role play helps students to improve on their cognitive skills, and allows them to explore their emotion at the affective level. To ensure that students get the most benefits out of role play, it is important that different techniques are used by the teachers in the classroom. Thus, an action research in the classroom was developed to allow students to enhance their communicative skills and thinking levels through role play, and at the same time, provide an interesting language learning experience. This study will look into some strategies that can be implemented in the teaching of role play in the classroom. The effective use of role play not only stimulates students’ thinking and creativity, but also allows students to participate actively in the English language classroom, thus increase their motivation in learning.
Keywords— role play, teaching strategies, thinking skills.
XRace Game Board- An Early Analysis of an Interactive Learning Tool
Nur Izzah Jamil*, Siti Noor Dina Ahmad, Rosemawati Ali, Nadiah Mohamed @ Abd Rahman, Nurul Aityqah Yaacob
Faculty of Computer and Mathematical Sciences Universiti Teknologi MARA Negeri Sembilan, 72000 Kuala Pilah, Malaysia
Abstract— Nowadays, an interactive learning tool is becoming the most effective learning method that aligned with rapid evolving technologies in the Malaysian higher education system compared to the traditional method such as classroom lecture. XRace game board is a game board prototype. It is a multilevel pyramid structure which represents questions of different levels of difficulty aimed at assisting students in basic Mathematics or Statistics. Thus, it can help students effectively by promoting reflective cognition and better learning experience. These two subjects make learning uninteresting and disconnected to the students which means there is no direct relevance to their career plans. Thus, it will contribute to the high failure rate due to less motivation, interest, fear of number and formula. This study involved UiTM Negeri Sembilan lecturers and students who have practiced game learning as their teaching module. This study aimed; (1) To see the response of the XRace game board in terms of its user interface and usability (2) To gather data for the XRace game board development. Data were gathered through surveys among students taking basic Mathematics and Statistics subject. The data obtained from the survey were analyzed using Statistical Package for Social Sciences (SPSS) version 22. Statistical analyses used in this study were descriptive statistics and correlation analysis. There are three main stages involves in XRace game board which are the development, implementation and assessment on the effectiveness of the implementation of the XRace game board. This study will focus on the first and second stage only. The findings will give an early insight on the effectiveness of XRace game board for the improvement and make it applicable to every course which consequently can motivate all educators to utilize it. The results suggest that XRace game board provides a motivating environment for students to explore the underlying mathematical or statistical concepts. The features also matches student’s interests and were conducive to their enjoyment of the learning session.
Keywords—Learning tool, XRace game board, descriptive analysis, correlation analysis
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Motivation on Games Based Learning Approach in Learning Corporate Finance Subject for NonBusiness Students
Nurazilah Zainal*, Jamilah Mohd Mahyideen, Habsah Kasim, Zaidatulhusna Mohd Isnani & Ida Haryanti Mohd Noor
Universiti Teknologi MARA (UiTM), 74000 Seremban, Malaysia
Abstract— The purpose of this study is to investigate the impact of game based learning approach on the non-business student’s motivation in learning corporate finance subject. The sample was 30 students, randomly chosen from 110 students of Faculty of Science Computer and Mathematic (FSCM) registered for the Corporate Finance examination. In the games, the participating students were required to complete various assigned tasks within 45 minutes and students accumulating the highest marks were declared as a winner and awarded with prize. Furthermore, after the game, students’ views on the game they had played were stimulated through a feedback questionnaire. The responses and results reveal interesting insights into learning through simulation game playing. Data analyses showed that the level of student’s motivation improved with greater participation and interaction between them as a group in the games simulation. The evidence suggests that game-based learning can improve motivation and thus should be integrated into traditional teaching methods especially when dealing the business subject with non-business students for a more interactive and practical approach to learning corporate finance subject.
Keywords—Games-Based Learning, Motivation Corporate Finance, Non-Business Student.
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Fun Learning through Accounting Simulation Game Board Increases Student’s Motivation and Performance
Amariah Hanum Hussin, Dalila Daud, Norhidayah Ismail, Ida Haryanti Binti Mohd Noor & Wan Mardyatul Miza Wan Tahir
Faculty of Accountancy, UiTM Negeri Sembilan
Abstract—Students are tended to be demotivated when they cannot understand the subject. This may affect to their overall performance. Thus, this innovation educational simulation game being developed to help students to understand better and educate them with a captivating and interactive tool to supplement their curriculum in an accounting subject for introductory level. The game was incorporated the accounting equation concept into playing this game so that students will have fun in learning and thus will improve their understanding on the effect of accounting classification. Accounting is Easy features a board game and more than 100 color cards represent for each accounting classification. The approach of the game was designed for students to be competitive, interactive and teamwork spirit rather than learn though conventional method of teaching. The effectiveness of the game is proven by showing a reduction of failure rate and improvement of A grade during final examination as compared to previous 2 semesters.
Keywords—Accounting education, Accounting games, Teaching method, Simulation.
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Blended Learning: Towards Innovative Teaching Practice in University
Aini Hayati Musa1, Alia Nadira Rosle2,Tengku Sharifeleani Ratul Maknu1, Intan Syafinaz Mat Shafie3, Rohasmizah Hashim4 & Nur Nafhatun Md Shariff5
1Faculty of Business Management, Universiti Teknologi MARA, 72000, Malaysia
2Faculty of Computer and Mathematical Sciences, Universiti Teknologi MARA, 72000, Malaysia
3Faculty of Business Management, Universiti Teknologi MARA, 40450, Malaysia
4Faculty of Applied Sciences, Universiti Teknologi MARA, 72000, Malaysia
5Academy of Contemporary Islamic Studies, Universiti Teknologi MARA, 40450, Malaysia
Abstract—Environmental atmosphere of a classroom is important in traditional learning methods; where educators are still using chalk and blackboard. However, in today's era of technology, online learning is becoming important. In order to ensure the effectiveness of education delivery, educators should incorporate the use of traditional method with modern technology (online learning). The combination of stated methods is known as blended learning. Based on the above background, this action research aims to examine whether the use of blended learning can increase the level of student knowledge in learning activities. The research was conducted on 40 undergraduate students in UiTM Negeri Sembilan. Samples are taken among Applied Sciences students. They are randomly selected. Results from this study showed that educational activities are more effective using blended learning. The result showed majority of the students agreed that Blended Learning as one of the online learning method that can assist them in improving their learning approaches and understanding the subjects taught better. The combination of traditional learning method and online method can provide more advantages in improving the teaching and learning activities in university.
Keywords—Online Learning, Blended Learning, Traditional Learning, Innovative Teaching, Modern Education
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Applying the Bloom’s Taxonomy in Instructional Games for Learning Grammar
Tuan Sarifah Aini Syed Ahmad1* & Anealka Aziz Hussin2
1Academy of Language Studies, Universiti Teknologi MARA, Kuala Pilah Campus, Pekan Parit Tinggi, 72000 Kuala Pilah, Negeri Sembilan, Malaysia
2Academy of Language Studies, 40450 Shah Alam, Selangor, Malaysia
Abstract— The Bloom’s Taxonomy is a distinguished framework applied in education. It covers three domains namely cognitive, affective and psychomotor. However, the most well-known one is the cognitive domain. It is helpful for guiding instructors to set learning objectives for educational courses and prepare standardised test items. Currently it is also applied in the design of instructional games since it is one of the educational features of games that can promote learning to takes place. The original taxonomy was established in 1956, and the cognitive domain of the taxonomy was revised in 2000 by Lorin and her colleagues with several modifications including the change in the names, arrangement of the levels and the number of dimensions from one to two. The paper aims to discuss the original and the revised Bloom’s Taxonomy, how the Bloom’s Taxonomy has been applied in various instructional games and how it can be applied in instructional games for learning grammar.
Keywords— Bloom’s Taxonomy, cognitive domain, instructional game, educational, grammar
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