The high percentage of students who are still struggling with the English language is worrisome, even
though there are many well-planned strategies and education policies that are developed to resolve this
problem. It is a universal belief that learning a foreign language at a young age through reading plays an
important role. Accordingly, the aim of this research is to design, develop and evaluate an interactive
storybook application combined with suitable multimedia elements and features to encourage children to
read. The interactive storybook entitled 'Jack and the Dirty Smelly Beast' was developed using
Instructional System Design (ISD) and Rapid Prototyping model. An experimental study was conducted
with 17 respondents between the ages of 6 – 8 years to test the effects of the multimedia elements and
features in improving children’s learning. Their responses were recorded and analysed using descriptive
analysis. The findings showed that respondents agreed that learning experience improved significantly and
attracted children to read when using this application. In conclusion, by using correct multimedia elements
and suitable features in the interactive storybook application, it is envisaged that the children’s
comprehension in learning a foreign language can be expanded. This research foresees there is enormous
opportunity for literacy development in foreign language learning in the early ages through the creation of
an interactive storybook application with suitable multimedia elements and features for children.
This document discusses the role of information and communication technologies (ICTs) in modern pedagogy. It argues that ICTs have become essential tools in classrooms as students are accustomed to using digital media at home. The author reflects on their experience integrating ICTs like SMART Boards, videos, and online discussion platforms in their English classes. While students were digitally fluent, teachers needed to demonstrate the educational value of new technologies. The document also examines challenges of ICT integration like lack of teacher time and whole-school professional development support.
Martha Finley presented a PowerPoint on educational engagement and the use of technology. She discussed how students have grown up with technology and want it integrated into their learning. The presentation covered how gaming can be used to help students learn difficult concepts in math and science. It also addressed the need to provide teachers with training to select and implement digital learning objects and educational games, as teachers play an important role in technology-rich classrooms.
This document discusses the increasing use of technology in education. It notes that while technology usage in schools has risen from 35% in 1994 to 100% today, there is still a lack of equipment and training for teachers to properly utilize technology. The document also examines the potential for digital textbooks to replace printed textbooks, noting benefits like lower costs but drawbacks like reliance on internet access. It concludes that technology can enhance education when used appropriately, but students also need alternatives to screens for learning.
Toys to Tools: Connecting Student Cell Phones to Education
Liz Kolb
http://joaojosefonseca1.blogspot.com/
Joao Jose Saraiva da Fonseca
Educacao a distancia
Animal science is an essential curriculum in animal husbandry and veterinary professional education. This study delved into the use of ICT in teaching animal science using blended learning and the benefits of blended learning for teachers and students. The study utilized a descriptive survey design. The target population consisted of animal science students and teachers selected colleges of education in the Volta region. The population of Agric science students was 100, and the Agric science tutors in the three colleges were 20. With the use of Yamane formula, the sample size was 80 and 19 respectively for students and the teachers. The fundamental instrument for data collection was questionnaires. Four and five scaled Likert like tests were designed to elicit information on the level of ICT skill of teachers and their students, and on benefits of blended learning to teachers and students respectively. The information gathered was analyzed using SPSS version 21 and the hypotheses were tested using Analysis of Covariance. The result established that both teachers and students of animal science department in the Colleges that participated in the study, are skilled in ICT and that both teachers and students benefited from using blended learning model in teaching animal science in colleges of education in Ghana. It was also discovered from hypothesis tested that no significant difference existed between the ICT skill level of teachers and students, and no significant difference also existed between the level of benefit derived from blended learning by both teachers and students. It was concluded that both teachers and students of animal science in the colleges of education in Ghana benefited from blended learning model because they are skilled in ICT. Hence, it was recommended that teachers and students must be well trained to acquire sufficient ICT skills in the usage of basic ICT applications in order to obtain the full benefits of the blended learning model.
The document discusses the debate around the role of computers in education. It summarizes the arguments made by technological optimists who believe computers and the Internet will revolutionize education, providing unlimited access to information and new forms of distance learning. However, the document argues that in reality, equal access to technology is still limited, finding useful information online can be difficult, and distance learning is unlikely to appeal to most students. While computers can expand learning, they also promote superficial thinking, isolate students, and may primarily benefit commercial and educational institutions rather than students themselves. Overall, the document concludes that computers have not yet realized their promised potential to transform education and that excellence still depends on traditional methods like reading, study, and good teaching.
The document discusses the impact of new technologies on literature teaching and learning. It describes how hypertexts and e-books have changed reading and writing by allowing for nonlinear navigation through links. This creates opportunities for new multimedia-based teaching methods compared to traditional textbooks. Using multimedia has benefits like developing language and viewing skills through interactive activities. It encourages collaborative and student-centered learning by allowing students to experience texts through different media. While technology opens possibilities, teachers must ensure it enhances educational goals rather than replacing them.
The document discusses the importance of incorporating technology into classroom teaching and learning. It summarizes three articles about how today's students are immersed in technology in their daily lives and process information differently compared to previous generations. The document argues that for education to be relevant, teachers need to understand how students use technology and integrate it into curriculum and lesson plans to better engage students and prepare them for future success in a technology-driven world.
This document discusses the role of information and communication technologies (ICTs) in modern pedagogy. It argues that ICTs have become essential tools in classrooms as students are accustomed to using digital media at home. The author reflects on their experience integrating ICTs like SMART Boards, videos, and online discussion platforms in their English classes. While students were digitally fluent, teachers needed to demonstrate the educational value of new technologies. The document also examines challenges of ICT integration like lack of teacher time and whole-school professional development support.
Martha Finley presented a PowerPoint on educational engagement and the use of technology. She discussed how students have grown up with technology and want it integrated into their learning. The presentation covered how gaming can be used to help students learn difficult concepts in math and science. It also addressed the need to provide teachers with training to select and implement digital learning objects and educational games, as teachers play an important role in technology-rich classrooms.
This document discusses the increasing use of technology in education. It notes that while technology usage in schools has risen from 35% in 1994 to 100% today, there is still a lack of equipment and training for teachers to properly utilize technology. The document also examines the potential for digital textbooks to replace printed textbooks, noting benefits like lower costs but drawbacks like reliance on internet access. It concludes that technology can enhance education when used appropriately, but students also need alternatives to screens for learning.
Toys to Tools: Connecting Student Cell Phones to Education
Liz Kolb
http://joaojosefonseca1.blogspot.com/
Joao Jose Saraiva da Fonseca
Educacao a distancia
Animal science is an essential curriculum in animal husbandry and veterinary professional education. This study delved into the use of ICT in teaching animal science using blended learning and the benefits of blended learning for teachers and students. The study utilized a descriptive survey design. The target population consisted of animal science students and teachers selected colleges of education in the Volta region. The population of Agric science students was 100, and the Agric science tutors in the three colleges were 20. With the use of Yamane formula, the sample size was 80 and 19 respectively for students and the teachers. The fundamental instrument for data collection was questionnaires. Four and five scaled Likert like tests were designed to elicit information on the level of ICT skill of teachers and their students, and on benefits of blended learning to teachers and students respectively. The information gathered was analyzed using SPSS version 21 and the hypotheses were tested using Analysis of Covariance. The result established that both teachers and students of animal science department in the Colleges that participated in the study, are skilled in ICT and that both teachers and students benefited from using blended learning model in teaching animal science in colleges of education in Ghana. It was also discovered from hypothesis tested that no significant difference existed between the ICT skill level of teachers and students, and no significant difference also existed between the level of benefit derived from blended learning by both teachers and students. It was concluded that both teachers and students of animal science in the colleges of education in Ghana benefited from blended learning model because they are skilled in ICT. Hence, it was recommended that teachers and students must be well trained to acquire sufficient ICT skills in the usage of basic ICT applications in order to obtain the full benefits of the blended learning model.
The document discusses the debate around the role of computers in education. It summarizes the arguments made by technological optimists who believe computers and the Internet will revolutionize education, providing unlimited access to information and new forms of distance learning. However, the document argues that in reality, equal access to technology is still limited, finding useful information online can be difficult, and distance learning is unlikely to appeal to most students. While computers can expand learning, they also promote superficial thinking, isolate students, and may primarily benefit commercial and educational institutions rather than students themselves. Overall, the document concludes that computers have not yet realized their promised potential to transform education and that excellence still depends on traditional methods like reading, study, and good teaching.
The document discusses the impact of new technologies on literature teaching and learning. It describes how hypertexts and e-books have changed reading and writing by allowing for nonlinear navigation through links. This creates opportunities for new multimedia-based teaching methods compared to traditional textbooks. Using multimedia has benefits like developing language and viewing skills through interactive activities. It encourages collaborative and student-centered learning by allowing students to experience texts through different media. While technology opens possibilities, teachers must ensure it enhances educational goals rather than replacing them.
The document discusses the importance of incorporating technology into classroom teaching and learning. It summarizes three articles about how today's students are immersed in technology in their daily lives and process information differently compared to previous generations. The document argues that for education to be relevant, teachers need to understand how students use technology and integrate it into curriculum and lesson plans to better engage students and prepare them for future success in a technology-driven world.
This document discusses the challenges that teachers face in educating 21st century students. It describes Millennial students as being highly connected digitally, preferring choice and collaboration over traditional structures. Teachers are challenged to embrace new technologies and facilitate more student-centered learning, despite often having less training and support. Key challenges include resisting new technologies due to lack of skills, insufficient professional development, and needing more planning time to develop new lesson plans that engage digital learners.
1. The document discusses the potential roles of information and communication technologies (ICTs) in modern foreign language teaching and learning from ages 5 to 19. It outlines 6 key ways ICTs could support language learning, such as increasing motivation, enabling practice in authentic contexts, and allowing teachers to share resources.
2. Specific ICT-based activities are proposed for each key stage, from using songs and games at Key Stage 1 to introduce sounds and vocabulary, to using DVDs, websites and email exchanges at Key Stage 2 to explore other cultures and practice communication. Key Stage 3 activities may include those currently used at Key Stage 2 to maintain engagement as languages are started earlier.
A fifth standard teacher used digital tools to make an age-old topic interactive, collaborative and engaging for students. What we are seeing is a shift from the traditional learning environment to a new learning environment where technology plays a vital role in enabling students to explore, experiment and create
collectively.
The use of computer technology in efl classroom pros and cons (1) (1)ouissaless
* Teaching English as a foreign language field has encountered a great development in the past couple of years. Having the ability and tools to integrate computer technology devices inside the classroom had affected and deeply influenced learners' SLA. Learners could benefit from the technological tools to facilitate their second language acquisition through video games, videos, online learning platforms and websites that are dedicated to providing learners with a joyful and fruitful experience of second language acquisition.
CALL (COMPUTER ASSISTED LEARNING LANGUAGE),THE BEST SOLUTION A NEEDS OF THE M...EdiEfriyanto
This document discusses the benefits of using the Computer Assisted Language Learning (CALL) method in education. CALL is an effective and modern method that uses computers to integrate technology into the language learning process. It allows students to solve problems and find answers quickly using electronic resources. This stimulates students' intellectual development according to their abilities. The document concludes that implementing the CALL method in teaching and learning leads to satisfactory learning outcomes and improves education quality.
The integrated English and computer science lesson for 10th grade students focused on communication technology. The goals of the lesson were to improve listening skills, practice reading comprehension, develop communicative skills, and use dialogic speech. Students played language games, listened to and discussed passages about computers and their impact, reviewed grammar rules, interviewed classmates, and wrote emails on assigned topics. The lesson emphasized both the advantages of technology such as access to information, communication, and distance learning as well as some disadvantages like addiction, radiation, and weakening eyesight.
Infusing and Promoting Computer-Based Learningtaniakelly123
This document discusses the benefits of incorporating technology into classrooms. It provides statistics about a school district and outlines goals of introducing laptops and tablets to excite staff and students. Studies cited show benefits like increased test scores, engagement, and preparation for future careers that require technology skills. The document argues that technology helps address different learning styles and that schools must stay current to benefit students competing in a global, digital world.
Infusing and Promoting Computer-Based Learning taniakelly123
This document discusses the benefits of incorporating technology into classrooms. It provides statistics about a school district and discusses goals of introducing laptops and digital learning. Studies show benefits like improved test scores, engagement, and preparation for future careers that require technology skills. The document argues that technology helps meet different learning styles and that schools must stay current to benefit students in an increasingly digital world.
This document discusses the use of technology in English language teaching and learning. It analyzes how technology has significantly changed the traditional methods of English teaching. Multimedia technology, such as films, radio and TV, have proven effective in making English teaching more interesting and productive. However, overreliance on technology can replace the important role of teachers and limit opportunities for student communication and thinking. The document suggests that technology should be used as a supplement to effective teaching rather than replacing the teacher. It is important to maintain a balance between traditional teaching methods and incorporating new technologies.
This document discusses the benefits of using videoconferencing for language learning in primary schools. It argues that videoconferencing allows students to communicate authentically with native speakers, bridging the gap between classroom learning and real-world use of the language. The document also notes that videoconferencing can engage students in meaningful tasks and help them learn about different cultures. However, it acknowledges some challenges like managing student behavior during interactions and the time commitment required from teachers. Overall, the document advocates for the use of videoconferencing to enhance student learning outcomes in language education.
Lets Bring Web 2 0 Technologies Into Language Classrooms An Interactive ProjectCem Balçıkanlı
This document discusses integrating technology into pre-service language teacher education programs. It notes that modern students are "digital natives" and teachers need to develop competencies to effectively integrate technologies like Web 2.0 tools into language teaching. The Gazi University teacher training program in Turkey incorporates activities using technologies to enhance learning, motivate students, and connect them with other language speakers. Student teachers reflected that technologies make teaching easier and more enjoyable, attracting students, but must be used appropriately to benefit learning.
A Study on the Effectiveness of Computer Games in Teaching and LearningIJASCSE
Games, especially computer games are becoming one of the tools of education. Nowadays, the usage of computer games as an educational tool has become a worldwide trend. An early assumption suggests that since the appeal of computer games can engage interest and motivation, thus it is a wise step to use computer games for the purpose of educating. This is because students often get bored with the learning process; therefore we need to find creative ways to teach them. Instead of the usual, dull lesson in class, educators are trying out new ways to attract the interest of students to focus the lessons and thus increase their understanding, with one of it using computer games. A lot of papers supported the idea of computer games being effective as an aid for students. Educators alike also agreed that it is one of the ways to gain students interest in their lessons. Before coming to the ultimate conclusion that computer games are a good choice, first of all we need to study carefully the effectiveness of using computer games as an educational medium. This paper aims to study the effectiveness of computer games in learning among students. Issues on the integration of computer games in formal education are and the current status of educational gaming in learning were reviewed in this paper. We focused on higher learning context which is for university students.
American Research Journal of Humanities & Social Science (ARJHSS) is a double blind peer reviewed, open access journal published by (ARJHSS).
The main objective of ARJHSS is to provide an intellectual platform for the international scholars. ARJHSS aims to promote interdisciplinary studies in Humanities & Social Science and become the leading journal in Humanities & Social Science in the world.
This document summarizes key points from three articles about the use of technology in elementary classrooms. It finds that when students were provided computers on their desks, they were able to compose writing more easily by editing text. Students also learned to collaborate better by gathering research online and in libraries. One article discusses how technology helps teaching editing skills. It allows students to follow along as the teacher edits on a shared computer. Overall, the document finds that technology provides new educational opportunities that support different learning styles and access to advanced coursework.
This document discusses using polling and chat tools in the foreign language classroom to promote student participation. The author conducted a pedagogical experiment using Adobe Connect Pro in an advanced English grammar and translation course. Polling and chat allowed for widespread student involvement and feedback. Both students and teachers found the tools engaging and efficient. Challenges included blending oral and written communication, managing large chat texts, and limitations of computer labs for discussion. Overall, polling and chat can create an interactive learning environment that accommodates different styles while improving understanding between students and teachers.
This document provides guidance for teachers on running a peer-led comics creation project in the classroom. It outlines the goals of empowering students' communication skills and fostering collaboration. Teachers are encouraged to have students work in groups to create comic stories related to topics like diversity, bullying, and disability rights. Guidelines are provided on structuring the project, integrating it with curriculum, choosing topics, and using available materials and technology. Expected outcomes include an illustrated booklet and developing students' social skills and willingness to learn.
This document discusses both the promises and pitfalls of educational technology, both currently and in the future. It outlines how technology can increase student motivation and engagement by making lessons more exciting. Blogging and inquiry-based learning are presented as ways to actively involve students. However, the document also notes that increased technology enables new forms of cheating and that educational technology can be expensive, especially for less affluent schools. The document concludes by providing an example of how the author currently uses technology like heart rate monitors in physical education classes to provide immediate feedback to students and teachers on individual progress.
A critical discourse analysis of odl policies in tvet in zambiaGabriel Konayuma
This document discusses using mobile technologies to improve vocational education in Zambia. It analyzes Zambia's ODL policies and surveys teacher use of mobile technologies through critical discourse analysis. The methodology section describes collecting artifacts from teachers on a mobile discussion forum. Findings show teachers use phones to send assignments and access online resources, while analysis looks at the intent and social practices around mobile phone use. The conclusion advocates using findings to enhance teaching and learning through improved technology access.
Nowadays, technology plays an important role in our daily life. It affects human activities, such as entertainment, work, education, etc. For education, we introduce technology into teaching instead of teaching children how to use the technology. However, there may be some potential risks of using ICT in teaching young children. This essay would discuss how to use technology appropriately and the role of using ICT in early childhood education.
Interactive digital learning materials for kindergarten students in banglades...Baharul Islam
Traditional education system for preschool children is not updated in Bangladesh. Generally, parents and teachers are tried to teach children by introducing first alphabet and numbers in the form of text books. Sometimes it is quite difficult for teachers to teach play group about their first learning when they are not interested with it. The pedagogy of teaching and learning is changed with the proliferation of communication technology and it is necessary to develop interactive learning materials for children that may improve their learning, catching, and memorizing capabilities. Perhaps, one of the most important innovations in the age of technology is multimedia and its application. It is imperative to create high quality and realistic leaning environment for children. Interactive learning materials can be easier to understand and deal with their first learning. We developed some interactive learning materials in the form of video for playgroup using multimedia application tools. This study investigated the impact of student’s abilities to acquire new knowledge or skills through interactive learning materials. We visited one kindergartens (Nursery schools), interviewed class teachers about their teaching methods and level of students’ ability of recognizing English alphabets, pictures etc. The course teachers were provided interactive learning materials to show their playgroups for a number of sessions. The video included English alphabets with related words and pictures, and motivational funs. We noticed that almost all children were very interested to interact with their leaning video. The students were assesses individually and asked to recognize the alphabets, and pictures. The students adapted with their first alphabets very quickly. However, there were individual differences in their cognitive development. This interactive multimedia can be an alternative to traditional pedagogy for teaching playgroups.
Children in the digital era are exposed to the advancement of information technology and multimedia that might bring both positive and negative influence toward their development. During early childhood, children are using mostly their senses to explore the world around them, including learning some values from the story books exposed to them. However, parents or family do not give optimal support in the children’s learning process. Therefore, it is a challenge for English language teaching (ELT) pre-service teachers in implementing a digital storytelling to engage the children with the learning material and creative ways to optimally utilize technology, but at the same time give a comprehensive support for children to improve their English skills as well as the embedded values within the stories. The present study aims to reveal the opportunities and challenges in fostering a child’s reading interest through digital storytelling. All the details were recorded through observations, responses from the children while they were watching the digital story, and a daily journal written by ELT preservice teacher. From the result, it was found that through their interactions with the stories, children were exposed by the values embedded, furthermore, their reading interest is developing where more optimal support from the parents or caregivers is urgently needed.a
This document discusses the challenges that teachers face in educating 21st century students. It describes Millennial students as being highly connected digitally, preferring choice and collaboration over traditional structures. Teachers are challenged to embrace new technologies and facilitate more student-centered learning, despite often having less training and support. Key challenges include resisting new technologies due to lack of skills, insufficient professional development, and needing more planning time to develop new lesson plans that engage digital learners.
1. The document discusses the potential roles of information and communication technologies (ICTs) in modern foreign language teaching and learning from ages 5 to 19. It outlines 6 key ways ICTs could support language learning, such as increasing motivation, enabling practice in authentic contexts, and allowing teachers to share resources.
2. Specific ICT-based activities are proposed for each key stage, from using songs and games at Key Stage 1 to introduce sounds and vocabulary, to using DVDs, websites and email exchanges at Key Stage 2 to explore other cultures and practice communication. Key Stage 3 activities may include those currently used at Key Stage 2 to maintain engagement as languages are started earlier.
A fifth standard teacher used digital tools to make an age-old topic interactive, collaborative and engaging for students. What we are seeing is a shift from the traditional learning environment to a new learning environment where technology plays a vital role in enabling students to explore, experiment and create
collectively.
The use of computer technology in efl classroom pros and cons (1) (1)ouissaless
* Teaching English as a foreign language field has encountered a great development in the past couple of years. Having the ability and tools to integrate computer technology devices inside the classroom had affected and deeply influenced learners' SLA. Learners could benefit from the technological tools to facilitate their second language acquisition through video games, videos, online learning platforms and websites that are dedicated to providing learners with a joyful and fruitful experience of second language acquisition.
CALL (COMPUTER ASSISTED LEARNING LANGUAGE),THE BEST SOLUTION A NEEDS OF THE M...EdiEfriyanto
This document discusses the benefits of using the Computer Assisted Language Learning (CALL) method in education. CALL is an effective and modern method that uses computers to integrate technology into the language learning process. It allows students to solve problems and find answers quickly using electronic resources. This stimulates students' intellectual development according to their abilities. The document concludes that implementing the CALL method in teaching and learning leads to satisfactory learning outcomes and improves education quality.
The integrated English and computer science lesson for 10th grade students focused on communication technology. The goals of the lesson were to improve listening skills, practice reading comprehension, develop communicative skills, and use dialogic speech. Students played language games, listened to and discussed passages about computers and their impact, reviewed grammar rules, interviewed classmates, and wrote emails on assigned topics. The lesson emphasized both the advantages of technology such as access to information, communication, and distance learning as well as some disadvantages like addiction, radiation, and weakening eyesight.
Infusing and Promoting Computer-Based Learningtaniakelly123
This document discusses the benefits of incorporating technology into classrooms. It provides statistics about a school district and outlines goals of introducing laptops and tablets to excite staff and students. Studies cited show benefits like increased test scores, engagement, and preparation for future careers that require technology skills. The document argues that technology helps address different learning styles and that schools must stay current to benefit students competing in a global, digital world.
Infusing and Promoting Computer-Based Learning taniakelly123
This document discusses the benefits of incorporating technology into classrooms. It provides statistics about a school district and discusses goals of introducing laptops and digital learning. Studies show benefits like improved test scores, engagement, and preparation for future careers that require technology skills. The document argues that technology helps meet different learning styles and that schools must stay current to benefit students in an increasingly digital world.
This document discusses the use of technology in English language teaching and learning. It analyzes how technology has significantly changed the traditional methods of English teaching. Multimedia technology, such as films, radio and TV, have proven effective in making English teaching more interesting and productive. However, overreliance on technology can replace the important role of teachers and limit opportunities for student communication and thinking. The document suggests that technology should be used as a supplement to effective teaching rather than replacing the teacher. It is important to maintain a balance between traditional teaching methods and incorporating new technologies.
This document discusses the benefits of using videoconferencing for language learning in primary schools. It argues that videoconferencing allows students to communicate authentically with native speakers, bridging the gap between classroom learning and real-world use of the language. The document also notes that videoconferencing can engage students in meaningful tasks and help them learn about different cultures. However, it acknowledges some challenges like managing student behavior during interactions and the time commitment required from teachers. Overall, the document advocates for the use of videoconferencing to enhance student learning outcomes in language education.
Lets Bring Web 2 0 Technologies Into Language Classrooms An Interactive ProjectCem Balçıkanlı
This document discusses integrating technology into pre-service language teacher education programs. It notes that modern students are "digital natives" and teachers need to develop competencies to effectively integrate technologies like Web 2.0 tools into language teaching. The Gazi University teacher training program in Turkey incorporates activities using technologies to enhance learning, motivate students, and connect them with other language speakers. Student teachers reflected that technologies make teaching easier and more enjoyable, attracting students, but must be used appropriately to benefit learning.
A Study on the Effectiveness of Computer Games in Teaching and LearningIJASCSE
Games, especially computer games are becoming one of the tools of education. Nowadays, the usage of computer games as an educational tool has become a worldwide trend. An early assumption suggests that since the appeal of computer games can engage interest and motivation, thus it is a wise step to use computer games for the purpose of educating. This is because students often get bored with the learning process; therefore we need to find creative ways to teach them. Instead of the usual, dull lesson in class, educators are trying out new ways to attract the interest of students to focus the lessons and thus increase their understanding, with one of it using computer games. A lot of papers supported the idea of computer games being effective as an aid for students. Educators alike also agreed that it is one of the ways to gain students interest in their lessons. Before coming to the ultimate conclusion that computer games are a good choice, first of all we need to study carefully the effectiveness of using computer games as an educational medium. This paper aims to study the effectiveness of computer games in learning among students. Issues on the integration of computer games in formal education are and the current status of educational gaming in learning were reviewed in this paper. We focused on higher learning context which is for university students.
American Research Journal of Humanities & Social Science (ARJHSS) is a double blind peer reviewed, open access journal published by (ARJHSS).
The main objective of ARJHSS is to provide an intellectual platform for the international scholars. ARJHSS aims to promote interdisciplinary studies in Humanities & Social Science and become the leading journal in Humanities & Social Science in the world.
This document summarizes key points from three articles about the use of technology in elementary classrooms. It finds that when students were provided computers on their desks, they were able to compose writing more easily by editing text. Students also learned to collaborate better by gathering research online and in libraries. One article discusses how technology helps teaching editing skills. It allows students to follow along as the teacher edits on a shared computer. Overall, the document finds that technology provides new educational opportunities that support different learning styles and access to advanced coursework.
This document discusses using polling and chat tools in the foreign language classroom to promote student participation. The author conducted a pedagogical experiment using Adobe Connect Pro in an advanced English grammar and translation course. Polling and chat allowed for widespread student involvement and feedback. Both students and teachers found the tools engaging and efficient. Challenges included blending oral and written communication, managing large chat texts, and limitations of computer labs for discussion. Overall, polling and chat can create an interactive learning environment that accommodates different styles while improving understanding between students and teachers.
This document provides guidance for teachers on running a peer-led comics creation project in the classroom. It outlines the goals of empowering students' communication skills and fostering collaboration. Teachers are encouraged to have students work in groups to create comic stories related to topics like diversity, bullying, and disability rights. Guidelines are provided on structuring the project, integrating it with curriculum, choosing topics, and using available materials and technology. Expected outcomes include an illustrated booklet and developing students' social skills and willingness to learn.
This document discusses both the promises and pitfalls of educational technology, both currently and in the future. It outlines how technology can increase student motivation and engagement by making lessons more exciting. Blogging and inquiry-based learning are presented as ways to actively involve students. However, the document also notes that increased technology enables new forms of cheating and that educational technology can be expensive, especially for less affluent schools. The document concludes by providing an example of how the author currently uses technology like heart rate monitors in physical education classes to provide immediate feedback to students and teachers on individual progress.
A critical discourse analysis of odl policies in tvet in zambiaGabriel Konayuma
This document discusses using mobile technologies to improve vocational education in Zambia. It analyzes Zambia's ODL policies and surveys teacher use of mobile technologies through critical discourse analysis. The methodology section describes collecting artifacts from teachers on a mobile discussion forum. Findings show teachers use phones to send assignments and access online resources, while analysis looks at the intent and social practices around mobile phone use. The conclusion advocates using findings to enhance teaching and learning through improved technology access.
Nowadays, technology plays an important role in our daily life. It affects human activities, such as entertainment, work, education, etc. For education, we introduce technology into teaching instead of teaching children how to use the technology. However, there may be some potential risks of using ICT in teaching young children. This essay would discuss how to use technology appropriately and the role of using ICT in early childhood education.
Interactive digital learning materials for kindergarten students in banglades...Baharul Islam
Traditional education system for preschool children is not updated in Bangladesh. Generally, parents and teachers are tried to teach children by introducing first alphabet and numbers in the form of text books. Sometimes it is quite difficult for teachers to teach play group about their first learning when they are not interested with it. The pedagogy of teaching and learning is changed with the proliferation of communication technology and it is necessary to develop interactive learning materials for children that may improve their learning, catching, and memorizing capabilities. Perhaps, one of the most important innovations in the age of technology is multimedia and its application. It is imperative to create high quality and realistic leaning environment for children. Interactive learning materials can be easier to understand and deal with their first learning. We developed some interactive learning materials in the form of video for playgroup using multimedia application tools. This study investigated the impact of student’s abilities to acquire new knowledge or skills through interactive learning materials. We visited one kindergartens (Nursery schools), interviewed class teachers about their teaching methods and level of students’ ability of recognizing English alphabets, pictures etc. The course teachers were provided interactive learning materials to show their playgroups for a number of sessions. The video included English alphabets with related words and pictures, and motivational funs. We noticed that almost all children were very interested to interact with their leaning video. The students were assesses individually and asked to recognize the alphabets, and pictures. The students adapted with their first alphabets very quickly. However, there were individual differences in their cognitive development. This interactive multimedia can be an alternative to traditional pedagogy for teaching playgroups.
Children in the digital era are exposed to the advancement of information technology and multimedia that might bring both positive and negative influence toward their development. During early childhood, children are using mostly their senses to explore the world around them, including learning some values from the story books exposed to them. However, parents or family do not give optimal support in the children’s learning process. Therefore, it is a challenge for English language teaching (ELT) pre-service teachers in implementing a digital storytelling to engage the children with the learning material and creative ways to optimally utilize technology, but at the same time give a comprehensive support for children to improve their English skills as well as the embedded values within the stories. The present study aims to reveal the opportunities and challenges in fostering a child’s reading interest through digital storytelling. All the details were recorded through observations, responses from the children while they were watching the digital story, and a daily journal written by ELT preservice teacher. From the result, it was found that through their interactions with the stories, children were exposed by the values embedded, furthermore, their reading interest is developing where more optimal support from the parents or caregivers is urgently needed.a
Digital literacy has been a major concern for people involved in education
sectors including students, teachers and policy makers. Thus, to make the
education in this era more effective to help reach the goals, English teachers
should be digitally more literate. The aims of this study are; 1) to find out
how the digital literacy was implemented; 2) to determine teachers’ attitude
in implementing the digital literacy; 3) to scrutinize the challenges; and 4)
the actions they took to cope with them. Employing a qualitative research
method, this study used a semi-structured interview and classroom
observation to collect the data from two EFL teachers at a junior high school
in Temanggung, Central Java, Indonesia as the subjects. The data were then
identified, categorized, organized, coded, described and reported following
the thematic analysis. The findings showed that they used computer and
smartphone to search for digital information. The teachers exhibited positive
attitudes in the use of digital literacy for EFL teaching. They used syllabus as
a major consideration, understood their position as teachers, developed
effective teaching, implemented multiple literacy and improved the four
language skills. However, issues related to lack of technology, students’
background, lack of time and limited budget were acknowledged as
hindrances in digital literacy implementation. As a strategy, teachers have
therefore developed an early planning and support plan to deal with these
challenges. Finally, this study suggests the need to develop teachers'
technical facilities, technological pedagogy, and policy makers to give digital
literacy more attention.
THE EVALUATION OF USER ACCEPTANCE OF AN IBAN DIGITAL STORY TELLING (IDST) APP...ijma
The subject of Iban language for Year One’s students is taught with elements of children's story. However,a preliminary investigation found that the current approach in teaching this subject using a textbook and audio narration is not efficacious. Thus, an Iban Digital Story Telling (IDST) application was developed to assist teachers in teaching Iban language. The aim of this study is to examine the acceptance of DST application in terms of ease of use and usefulness among teachers who teach Iban language in several primary schools. The study used a qualitative approach based on interviews involving 10 teachers, who were recruited from several primary schools in Sarawak, Malaysia. The analysis of qualitative data showed that all teachers rated the usefulness and ease of use of the IDST application to be high, which together helped them to teach the subject matter with more efficacy. Given these promising results, such a novel learning application can be used as an alternative teaching tool to further improve the current practice of teaching Iban language to primary school children.
Child Education Through Animation: An Experimental Study ijcga
Teachers have tried to teach their students by introducing text books along with verbal instructions in
traditional education system. However, teaching and learning methods could be changed for developing
Information and Communication Technology (ICT). It's time to adapt students with interactive learning
system so that they can improve their learning, catching, and memorizing capabilities. It is indispensable to
create high quality and realistic leaning environment for students. Visual learning can be easier to
understand and deal with their learning. We developed visual learning materials (an overview of solar
system) in the form of video for students of primary level using different multimedia application tools. The
objective of this paper is to examine the impact of student’s abilities to acquire new knowledge or skills
through visual learning materials and blended leaning that is integration of visual learning materials with
teacher’s instructions. We visited a primary school in Dhaka city for this study and conducted teaching
with three different groups of students (i) teacher taught students by traditional system on same materials
and marked level of student’s ability to adapt by a set of questions (ii) another group was taught with only
visual learning material and assessment was done with 15 questionnaires, (iii) the third group was taught
with the video of solar system combined with teacher’s instructions and assessed with the same
questionnaires. This integration of visual materials (solar system) with verbal instructions is a blended
approach of learning. The interactive blended approach greatly promoted students ability of acquisition of
knowledge and skills. Students response and perception were very positive towards the blended technique
than the other two methods. This interactive blending leaning system may be an appropriate method
especially for school children.
The document discusses how ICT supports learning for students with special needs at Heronsbridge Special School. It describes the school's ICT resources including an ICT suite, desktops in classrooms, interactive whiteboards, iPads, and devices for students with profound needs. The author works as a special support assistant with 8 students ages 12-14 in an English class. An ICT lesson is described where an interactive whiteboard is used to help students develop letter recognition, phonics, and name recognition through a "Good Morning" song and activity identifying letters in names. The ICT resources engage students and support developing communication skills.
Ways of professionalizing language education in the technological scenarioArya M.S.
1. The document discusses various ways that technology can be used to professionalize English language education, including blogs, social networking, wikis, online games, mobile apps, language labs, and audiovisual aids.
2. Blogs can improve student writing skills and autonomy by allowing them to publish writing for an audience. Social networking sites provide opportunities for online discussion and language exchange. Wikis support collaborative writing projects.
3. Massively multiplayer online games provide a virtual environment for extensive English practice. Mobile apps offer mini lessons, games, and dictionary access outside the classroom. Language labs integrate listening, speaking, reading and writing practice through multimedia.
4. Audiovisual aids like videos, recordings and images make lessons more
Enhancing Language Skills Through digital storytelling.pptxMariamAlih
This document discusses how digital storytelling can be used to enhance language skills. It notes that today's learners want new ways to learn and language teaching needs to focus on listening, speaking, reading and writing skills in the digital age. Digital storytelling engages students and helps develop their understanding of real-world experiences. Several studies from different countries found that digital storytelling improved outcomes for students, including achievement, learning motivation, and literacy. The document then describes several free digital storytelling tools that can be used to create photo and video stories, including Steller, Adobe Spark Page, WeVideo, Popplet, Storybird, and Bookcreator.
Enhancing Language Skills Through digital storytelling.pptxMariamAlih
This document discusses how digital storytelling can be used to enhance language skills. It notes that today's learners want new ways to learn and language teaching needs to focus on listening, speaking, reading and writing skills in the digital age. Digital storytelling engages students and helps develop their understanding of real-world experiences. Several studies from different countries found that digital storytelling improved outcomes for students, including achievement, learning motivation, and literacy. The document then describes several free digital storytelling tools that can be used to create photo and video stories, including Steller, Adobe Spark Page, WeVideo, Popplet, Storybird, and Bookcreator.
Kamlesh akash research paper on open educational app development for teching ...Kamlesh Joshi
The document discusses open educational mobile application development and implementation for teaching English courses. It notes that technology can help achieve educational goals and create low-anxiety learning environments. Mobile devices are widely available and can be an alternative to computers for language learning through mobile assisted language learning (MALL) apps. A survey found that many English teachers already use mobile internet and resources for teaching, and have confidence in mobile learning's future role in language education, though more appropriate content is needed.
This Children are future of a society within a country. They should be provided with all round educational development since educating children has many advantages. If they are educated, they can face any problem and this makes them strong and happy. In other words the growth of a country is dependent on its learned population. Children with special education needs have problems to develop cognitive abilities like thinking, learning and obtain new knowledge and concept. It may also be required to improve their conduct, communication skills and interactions with their environment. It is required to develop customizable and compliant applications designed to support them in adapting with respect to the current situations they face and thus take actions appropriately. Such applications would provide them the assistance to allow them frame their learning essentials and help to process to the diverse sensory and cognitive impairments including the mobility issues. This research will be based on artificial intelligence concept and will be self-adaptable. Besides, in many cases they have the opportunity to perform activities that previously were not accessible to them, because of the interface and contents of the activities have been adapted specifically to them. The study also suggests that the repertoire of types of activities provided is suitable for learning purposes with students with impairments. Finally, the use of electronic devices and multimedia contents increases their interest in learning and attention.
AN INTELLIGENT SELF-ADAPTABLE APPLICATION TO SUPPORT CHILDREN EDUCATION AND L...ijcsit
ABSTRACT
This Children are future of a society within a country. They should be provided with all round educational development since educating children has many advantages. If they are educated, they can face any problem and this makes them strong and happy. In other words the growth of a country is dependent on its learned population. Children with special education needs have problems to develop cognitive abilities like thinking, learning and obtain new knowledge and concept. It may also be required to improve their conduct, communication skills and interactions with their environment. It is required to develop customizable and compliant applications designed to support them in adapting with respect to the current situations they face and thus take actions appropriately. Such applications would provide them the assistance to allow them frame their learning essentials and help to process to the diverse sensory and cognitive impairments including the mobility issues. This research will be based on artificial intelligence concept and will be self-adaptable. Besides, in many cases they have the opportunity to perform activities that previously were not accessible to them, because of the interface and contents of the activities have been adapted specifically to them. The study also suggests that the repertoire of types of activities provided is suitable for learning purposes with students with impairments. Finally, the use of electronic devices and multimedia contents increases their interest in learning and attention.
THE DEVELOPMENT OF A DIGITAL STORYBOOK AND AN AUGMENTED REALITY (AR)-BASED PR...ijma
This document discusses the development of a digital storybook and augmented reality (AR)-based application to help students learn Malay proverbs. The application was developed in two parts: 1) an AR-based application to present individual proverbs through 3D graphics and audio, and 2) a digital storybook containing a story that incorporates and explains several proverbs. The goal was to make the proverbs more engaging and easier to understand for students compared to traditional textbook methods. The development process followed guidelines for AR applications and digital storytelling to create an interactive learning tool that leverages the benefits of AR technology.
This document provides an overview of adapting digital storytelling in Moroccan classrooms. It begins with definitions of digital storytelling and discusses why it is being incorporated into education. Digital storytelling takes a constructivist approach to learning by encouraging collaboration, problem solving, and deep learning. The document outlines the seven elements of digital storytelling and how it can be used as an effective instructional tool for teachers and learning tool for students. It discusses 21st century skills developed through digital storytelling and provides suggestions for how to implement it in the classroom.
This document provides an introduction to a handbook about fostering digital literacy across the curriculum. It discusses the importance of digital literacy for young people in today's digital world and how schools can help develop students' digital literacy through classroom practices. The handbook was informed by a research project working with teachers to design and test classroom activities to teach digital literacy skills alongside subject knowledge. It aims to give teachers guidance and examples for supporting the development of students' digital literacy from within their regular subject lessons.
I do not have enough context to weigh in on assumptions about children or make judgments about what is typical or important in their development. Every child is a unique individual who is influenced by many complex factors. As educators, our role is to understand students as whole people and support their growth in a balanced, nuanced way.
Design and develop of en e learning content based on multimedia gameijseajournal
This paper aims to develop e
-
learn
ing contents for multimedia technology lesson with the purpose to assist
students in learning the subject. The multimedia game was used to make the lesson more interesting and at
the same time to provide students with real example of how multimedia works.
The effectiveness of the
developed contents was studied by comparing results of the same test from students taking conventional
class
-
room lectures and those using the developed e
-
learning contents. We found that the latter performed
better at the statisti
cal significance level of 0.05.
The effect of using multimedia on english skills acquisitionhusnul_atiyah
This document discusses a study on the contribution of using multimedia on English acquisition among students in schools in Tangerang and Jakarta, Indonesia. The study utilized qualitative methods, including interviews with four English teachers from different school levels.
The interviews found that multimedia tools like laptops, projectors, and speakers helped make English lessons more engaging and interactive for students. However, the teachers noted individual and school factors also influence students' language acquisition beyond just multimedia use.
The document aims to further examine whether multimedia use highly contributes to improving students' English skills, which can be a challenge as English is not the first language in Indonesia. Student test scores will also be analyzed to validate teachers' perspectives on the impact of multimedia
Digital literacy is essential in writing research articles for publication in today's digital age, particularly for novice english as a foreign language (EFL) teacher trying to publish their research articles. This qualitative research explores the digital literacy practices of novice EFL teachers in writing research articles for publication, including the digital tools they use, their purposes for using these tools, and the challenges they face in using them. The data were collected using a questionnaire and interview. The study found that novice EFL teachers conceptualized digital literacy as the ability to search and evaluate credible online sources, using word processing and digital editing tools, collaborating online, and publishing their work digitally. Novice EFL teachers use various digital tools, such as word processing software, reference management software, and online academic databases, to improve their research and writing process. They use these tools for various purposes, such as collaborating with peers, improving their writing skills, and publishing their work online. However, novice EFL teachers face limited technical issues, limited access, inadequate technology infrastructure, and time management. It is recommended that academic institutions provide support to help novice EFL teachers develop their digital literacy skills, including technical support services, and training programs.
E-LEARNING TECHNOLOGIES AND HUMAN LEARNING PROCESSijejournal
E-learning technologies and their impact on human learning are discussed. Interactive technologies have changed the learning process by allowing virtual classrooms and distance education. While teachers can guide learning, self-learning is also effective and promotes creativity. Technology implementation requires paired learning modules and assessments to ensure competence. Online learning has benefits like flexibility but also risks like cheating. E-learning technologies now meet many educational standards and will continue transforming education by engaging learners.
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Use PyCharm for remote debugging of WSL on a Windo cf5c162d672e4e58b4dde5d797...shadow0702a
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Supermarket Management System Project Report.pdfKamal Acharya
Supermarket management is a stand-alone J2EE using Eclipse Juno program.
This project contains all the necessary required information about maintaining
the supermarket billing system.
The core idea of this project to minimize the paper work and centralize the
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Home security is of paramount importance in today's world, where we rely more on technology, home
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#Prerequisites:
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DEVELOPING AN INTERACTIVE STORYBOOK APPLICATION ‘JACK AND THE DIRTY SMELLY BEAST’ FOR ENGLISH LANGUAGE PROFICIENCY AMONG CHILDREN
1. The International Journal of Multimedia & Its Applications (IJMA) Vol.13, No. 4, August 2021
DOI:10.5121/ijma.2021.13401 1
DEVELOPING AN INTERACTIVE STORYBOOK
APPLICATION ‘JACK AND THE DIRTY SMELLY
BEAST’ FOR ENGLISH LANGUAGE PROFICIENCY
AMONG CHILDREN
Indah Fakhrani Arpin and Maizatul Hayati Mohamad Yatim
Department of Computing, Sultan Idris Education University, Malaysia
ABSTRACT
The high percentage of students who are still struggling with the English language is worrisome, even
though there are many well-planned strategies and education policies that are developed to resolve this
problem. It is a universal belief that learning a foreign language at a young age through reading plays an
important role. Accordingly, the aim of this research is to design, develop and evaluate an interactive
storybook application combined with suitable multimedia elements and features to encourage children to
read. The interactive storybook entitled 'Jack and the Dirty Smelly Beast' was developed using
Instructional System Design (ISD) and Rapid Prototyping model. An experimental study was conducted
with 17 respondents between the ages of 6 – 8 years to test the effects of the multimedia elements and
features in improving children’s learning. Their responses were recorded and analysed using descriptive
analysis. The findings showed that respondents agreed that learning experience improved significantly and
attracted children to read when using this application. In conclusion, by using correct multimedia elements
and suitable features in the interactive storybook application, it is envisaged that the children’s
comprehension in learning a foreign language can be expanded. This research foresees there is enormous
opportunity for literacy development in foreign language learning in the early ages through the creation of
an interactive storybook application with suitable multimedia elements and features for children.
KEYWORDS
Instructional System Design (ISD), English language proficiency, Rapid Prototyping model
1. INTRODUCTION
Learning a foreign language like English, Mandarin, or Arabic has always been recommended to
people because it is not only useful for communication but also it opens up ample opportunities
for an individual to advance in many fields like education and job prospects. This is especially so
with the English language, as it is the dominant language of economics, politics, cultural and
social. It is for this reason, Malaysia is promoting the English language so we can modernise the
country and become more global than before [1].
The inclusion of the English Language as a subject in the Malaysian education system evolved
from the Education Ordinance in 1957 which the government legislated under the national
educational policy where they established the national school. Moreover, a great deal of other
strategies and policies have been planned and introduced by the Malaysian Ministry of Education
(MoE) throughout the history of the education system in Malaysia to improve the English
proficiency of students. Some of the examples are ‘Pengajaran dan Pembelajaran Sains dan
2. The International Journal of Multimedia & Its Applications (IJMA) Vol.13, No. 4, August 2021
2
Matematik Dalam Bahasa Inggeris’ (PPSMI) which were fully implemented in 2007 and
‘Memartabatkan Bahasa Malaysia & Memperkukuh Bahasa Inggeris’ (MBMMBI) in 2010 [2].
Though the main aim for the establishment of PPSMI and MBMMBI is to encourage the use of
the English language as a medium of instruction in all primary and secondary schools but still
priority will be accorded to the Malay language. This policy enables students to gain wider
knowledge of most domain languages and to gain more opportunities in the future. However, the
results of the implemented PPSMI and MBMMBI are not as expected. The failure in achieving
PPSMI’s goals has led to the poor achievement of student’s results in Mathematics and Science
subject and the wide gap of achievement between rural and urban school students [2]. Moreover,
despite the very well planned MBMMBI strategy, there is still a high percentage of students who
are still struggling with the English language.
One of the causes of failure is that students do not fully understand the English lessons taught by
the teacher. Hence, the teacher has no choice but to use the Malay language to re-explain to them.
This shows that teachers are not using the English language fully as expected to do. Starting to
learn English at an early age plays a major part since the consequences of a slow start will make
it harder and takes more time to learn [3]. Although students are already learning English from
the first year of primary school, but success does not come easily due to insufficient time for
learning and lack of appropriate learning resources [4]. In addition, students tend not to practice
what they have learned after school thus making them less fluent with the language.
The rest of the article is organized as follows. Section 2 describes the review of related literature
which also represents the knowledge gap that has been addressed by comparing existing and
similar interactive storybook software application projects. Section 3 presents the research
methodology used to conduct this research including the execution of seven steps in a Rapid
Prototyping model. Section 4 discusses the findings from the data analysed in the user acceptance
testing. Finally, Section 5 provides a brief summary of the article.
2. LITERATURE REVIEW
This section presents an analysis of the literature in developing an interactive storybook
application for English language proficiency among children using Instructional System Design
(ISD) and Rapid Prototyping model. It begins with an overview of the interactive digital
storybook and its evolution as the source of the research. Next, the following section focuses on
the use of multimedia elements in interactive digital storytelling development. Then, the
discussion goes on to describe how a digital storybook can help children in literacy development.
Finally, the past works of existing interactive digital storybooks are being studied in tandem with
learning theory and strategies.
2.1. Interaction Digital Storybook and Its Evolution
Storybook or Picture Book is a book which has a combination of words and illustrations (some
books only have the image) is intended to deliver specific information or stories. The storybook
is mainly written to encourage the children to read. Reading a storybook, whether with the
guidance of parents or not, is one way for children to improve their literacy development such as
writing and reading [5]. Even till this day, it is still considered an important activity as learning at
an early age will reap the benefits of education faster rather than at a later age. One classic
example of a popular storybook is ‘The Cat in the Hat’ created by Dr. Seuss in 1957 which is one
of the best-selling children storybooks of all time. There are various kinds of printed storybooks
such as ‘Board books’, ‘Concept Books’, ‘Easy Reader’, ‘Non-fiction’, and ‘Wordless Books’.
3. The International Journal of Multimedia & Its Applications (IJMA) Vol.13, No. 4, August 2021
3
The world of technology has led to a new variety of platforms for reading books such as digital
book. Compared to the printed physical book version, the digital book is a storybook that is
implemented in digital ways where it can be viewed via an electronic device like smartphones,
computers, or tablets. For example, storybooks available in CD-ROM format, incorporate sound,
graphics, and text [6]. CD-ROM storybooks are usually being used in schools by teachers as
learning materials to help motivate students to learn and increase their participation in learning
sessions [7]. Other than that, e-book which is also popular among people after Amazon launched
the ‘Kindle’, an electronic device for reading books in 2007, where people can buy and read an e-
book that was offered in the Kindle Store. At that time, many found the e-book reader device to
be unique and an ideal way of reading that eventually encourages people to read more than before
[6].
Consequently, the digital storybook slowly became more complicated and acquired more features
with advances in technology. The digital storybook used to be just a storybook which was
directly scanned from printed storybooks without much change in it [8]. But rather than just view,
replay and share their stories, digital storybooks now also allow users to activate some of the
objects or characters (known as ‘hotspots’) by tapping on it and some output will pop out. Some
of the output likely to pop out are animation, video, sound effect, or even hyperlink [8]. Certain
digital storybooks even include games as a side activity to attract the reader’s interest, so that
they will not lose focus easily. For example, in the Fantastic Flying Books created by Mr. Morris,
it allows users to play virtual jigsaw puzzle games where they have to arrange pieces of images
given to them to create a complete picture [9].
With the more advanced technology, there are some digital storybooks that come with augmented
reality (AR) functions where users can see virtual objects or stories in the real environment
through devices that have been used [8]. It is believed, that by using the AR digital storybook, it
can encourage users to be more involved in learning and understanding the content easily
[10][11].
Figure 1. Evolution of storybooks
2.2. The Uses of Multimedia Elements in Digital Storybooks
As we know multimedia elements consisting of audio, video, graphic, animation, text, and
interactivity, all play a major role in the creation of storybooks, either in printed or the digital
format. Compared to normally printed storybooks which usually have at least two elements of
multimedia which are text and graphic. Meanwhile, interactive digital storybooks these days
almost include all elements of multimedia in it. Though the printed storybook is static and less
interactive, surprisingly it still gained more popularity compared to the digital storybook [12].
4. The International Journal of Multimedia & Its Applications (IJMA) Vol.13, No. 4, August 2021
4
To keep the reader’s attention and maximise their experience while reading the storybook,
various multimedia elements should be included because each of the elements will be fully
utilised when linked to one another. For example, the video storybook by Weston Woods focuses
more on the camera qualities; like panning and zooming to the illustration plus with the help of
sound effect, the reader will understand more about what is happening to the story at that time.
Features in a digital storybook-like Read Aloud or Voice-over Narration also shows how sound
element can help the reader to understand the story better. This can be achieved by focussing on
the illustration as compared to when they first read the printed storybook where they have to
divide their attention between text and illustration [13].
Though using various multimedia elements is good for the reading experience, the storybook
designer should be careful and decide on the vital elements they want the reader to focus on. For
example, whether they want the reader to focus on the story or the illustration in it. The findings
in past research have shown that young children are more likely to spend their reading time
focussing on illustrations rather than the text area since the illustration captures their attention
more [14]. The designer should use other alternative or add new features if the reader wants to
focus on other text such as highlighting or pointing to the words that have been read. This helps
the reader not to lose track and eventually connect the text with the audio [9][14].
In certain situations, too many multimedia elements crammed into one page of the storybook
might mislead the readers. Unnecessary features might distract the reader’s attention and break
the flow of the story which will surely interrupt reading comprehension [15]. Many designers
include an interactive element or ‘games’ inside their digital storybook apps that have no
relevance to the content or to the storyline at all, like what happened in The Flying Books
storybook. No matter how effective is the feature, it is better to add elements that can provide a
perfect correlation with the story and does not disturb the learning process [9][15].
2.3. Digital Storybook Helps Children in Language Literacy Development
Literacy skills is the ability to read and write which means children not only can understand the
text but can also construct words that have meaning [16]. It is an accepted fact that, reading
books and storytelling activities are being practiced by most parents or teachers as these are early
childhood education development techniques that are intended to support early development of
literacy skills. Additionally, the power of storytelling has the potential to develop or implant good
characteristics or morale in children [6]. The numerous studies that have been conducted also
proved that the practice of reading storybooks and listening to storytelling at a very young age
can contribute significantly to early literacy development. Furthermore, it has been proven that to
achieve good development of their literacy skills, either the parents or teachers must make sure
that the child enjoys the reading process, as in this manner, it will help shape the child’s emotions
and moods [17].
2.4. Review of the Existing Application
There are several existing applications in the market that can perform similar functions which
have been proposed as project ideas. Some of these are:
2.4.1. Wanderful Storybook
Wanderful Storybook created by Wanderful company, originally published as Living Books, are
designed for kids as an educational application to engage children’s mind and build interest for
language and reading. This application is available on IOS Apps, Android, OS X Apps and are
now exploring Windows platform. Wanderful Interactive Storybook, as shown in Figure 2, is an
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interactive animated application where there are pictures and characters that can talk and move.
One of the special features in this application is that each page is fully animated and interactive
and almost everything on the page and certain animation will come to life when the user taps on
it [18].
2.4.2. Hare & Tortoise: The Interactive Storybook
Hare & Tortoise: The Interactive Storybook is a children's interactive storybook is equipped with
games application that encourages reading. It is a new bedtime story from RIRI which is a series
of interactive children’s books with the theme of Indonesia folklore [19] and fables from around
the world. This story tells about the race between the proud Hare and the humble Tortoise. As
shown in Figure 2, this interactive storybook is packed with animation, sound effects, music, and
even educational games so that children will be more interested in the story. To make it easily
understood by children, this app uses mild language too [20].
Figure 2. Reading Mode Interface in Wanderful Storybook (left) and Hare & Tortoise (right)
2.4.3. Lucy & Pogo Animal Storybook
Lucy & Pogo is an educational application created by Fox and Sheep Agency for children
between 3 to 7 years old. In this app, children will learn valuable morale through its wonderful
story about Lucy, the cat, who cannot go to the school where Pogo, the dog, went to since it is
only meant for dogs. From the story, children can learn how to overcome prejudices, empathy
and eagerness to learn from this story. Children will also learn counting, spelling, music and
more through mini games that have been prepared in these apps. Handmade illustration (as
illustrates in Figure 3) and beautiful pieces of music by film composers make it more interesting
to attract children's attention [21].
2.4.4. Sleepy Mole’s Moving Day
Sleepy Mole’s Moving Day is an interactive story application created by Ginger Whale in 2011
which tells the story of a sleepy mole who needs to look for a new place to rest due to
construction works near his burrow. This app allows users to choose their own story path that has
been prepared for every scene which means they get a new story each time they read this story.
This app has prepared 8 possible new homes plus 16 other animals or creatures the child could
meet on his journey by clicking which direction for the Mole to dig through. The challenge is to
meet all the creatures in this app [22]. The main page of this app can be seen in Figure 3.
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Figure 3. Main page of Lucy & Pogo Animal Storybook (left) and Sleepy Mole’s Moving Day (right)
Table 1 shows the comparison between the existing applications that have been listed before. The
aspect that will be compared is the platform they use, the features that can be used, also the
advantages and disadvantages of that application.
Table 1. Review of the existing application.
Software
Name
Platform Features/Advantages Disadvantages
Wanderful
Storybook
IOS, MacOS,
Android
● Fully animated and Interactive
page (even the words).
● Has hidden surprise on each page.
● Narrated in multiple languages
(English and Spanish).
● Can customize reading experience
setting.
● Too many interactive things that
might distract the reader's
attention.
● Must pay to get an extra story.
Hare &
Tortoise -
Interactive
Storybook
Android ● Can choose whether Narrative
storybook mode or Read Alone
mode.
● Interactive characters and objects.
● Have 4 different type of
educational games.
● The font size of the story text is
too small.
● Some of the mini games in this app
are not related to the main story.
Lucy & Pogo
Animal
Storybook
IOS ● Fully narrated in 5 languages.
● 13 lovely animated films and mini
games.
● Based on the popular children’s
book “Le chat qui aboyait”.
● Well-developed story that teaches
good morale value.
● There’s no text section for the
reader to read.
Sleepy Mole’s
Moving Day
IOS ● Choose your own journey.
● Have various kinds of
stories/ending depend on your
choice you made.
● Illustrations from award-winning
artist Melanie Matthews.
● Narration in English and Swedish.
● Readers have to repeat the story
every time they are looking for a
new storyline.
2.5. Learning Theory and Strategies
To achieve maximum effectiveness when using the Interactive Storybook application, learning
theory and learning strategies have to be applied, together with suitable learning content and
user’s characteristics. For this kind of application, the Cognitive Theory of Multimedia Learning
is a more appropriate theory that can be applied. Cognitive Theory of Multimedia Learning is a
theory where it believes that the learning process will be more successful if various multimedia
elements like picture and audio are being used together rather than just the text [23]. Not only
does multimedia make it easier to remember and understand the content, but it also helps people
to stay focused as multimedia is always being used as teaching tools by the educator [24].
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Meanwhile, the learning strategies that will be used in this application are problem-based
learning, Storytelling and Feedback strategy. Problem-based learning strategy not only helps
learners recall what they have learned earlier, but it also makes the learner want to apply the
information when facing such a situation. This also directly leads to an improvement in problem
skills like analysing the problems more carefully before solving it. The feedback strategy
eventually will be applied when the learner is successful in solving the problem they have been
receiving. They will be more motivated and appreciated when they get proper and meaningful
feedback [25][26].
Other than that, storytelling strategy is one of the strategies that are mostly used to help children
learn new things [27]. There is a study where it shows that children learned well from storytelling
because the good presentation of the story helps them learn to absorb new information better
[28].
3. METHODS
This section discusses the research methodology used to conduct this research. Acting as a guide
for this research, the main purpose of the methodology is to ensure that all the specific tasks can
perform directly within the scope of the research. As stated, the aim of this research is to design,
develop, and evaluate an interactive storybook application combined with suitable multimedia
elements and features to encourage children to read.
Based on the issues above, it is believed that an early start and having more time to learn English
plays a crucial part. The main goal of this research is to develop an interactive storybook
application entitled ‘Jack and the Dirty Smelly Beast’. The application was designed and
developed for English language proficiency mong children using ISD and Rapid Prototyping
model. In order to achieve this goal, the following objectives must be completed:
To identify the multimedia element that is suitable in a digital storybook;
To identify the suitable features that can stimulate users to learn; and
To analysis the user acceptance when using digital storybook.
3.1. Research Scope
The scope of this research will focus on children who wants to learn English language as their
second language. Primary school students, who are between 6 - 8 years old will be chosen as
research participants because, at that range age, they have already started to learn and read more
fluently. This research will be conducted among the students from one of the primary schools
located at Batu Caves, Selangor, Malaysia, in the 2020-2021-year session.
3.2. Selection of Instructional System Design Model
Instructional System Design (ISD) or Instructional Design (ID) model is a model or approach
used to design an instructional product which focuses on searching the best learning strategies
and content for the target learners. The different phases in the model mostly analyse the learner
so that the best requirement for their product can be derived. Table 2 summarizes the advantages
and disadvantages of existing ISD model.
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Table 2. Review of the existing application.
Model Name Advantages Disadvantages
ADDIE ● Sequenced model.
● Requirement is well defined.
● Most widely and commonly
modelled.
● Must complete one phase before
continuing to next.
● Might be time consuming since
each phase must be fully satisfied
before continuing another phase.
● Not good for undefined
requirement projects.
ASSURE ● Good in finding requirement,
objectives and guidance of
the courseware.
● Time consuming.
● Need very detailed requirement
and research.
Rapid
Prototyping
● Easy to get feedback from the
user.
● Avoid extra cost and time
when defects are found
earlier.
● Actively involve the user.
● Might be time consuming in the
prototype development phase.
● Users might confuse between
prototype and finished
courseware.
ARCS ● Easy to apply and actively
involve learner participants.
● Good for analyzing learner
motivation and finding
suitable learning techniques.
● Mainly used to increase
learner motivation to learn.
● Hard to find a suitable approach
or technique that fit all
requirements from the learner.
To understand these models, a table of comparison between various ISD models have been
created as shown in Table 2 to help select the most suitable ISD model for the certain project.
The various aspects need to be carefully checked before choosing a model. For example, the due
date of the project, budget, sufficiency of user’s requirement, developer’s skills and many more
things that need to be considered carefully so that the project will proceed smoothly.
After considering many of the aspects, the ISD model chosen to develop the courseware is the
Rapid Prototyping model because to develop interactive storybook applications need a lot of
feedback from potential users. So, we can observe them when testing the prototype and see how
good that application is in helping the users to learn something. Importantly, we must observe the
effectiveness of the learning strategy and features in the application when used by the users [29].
Every evaluation result will be used as a reference to develop a better and efficient application
later.
There are several advantages and disadvantages when using Rapid Prototyping Model. Some of
the advantages include continuously receiving feedback from potential users’ every time a new
prototype is created. The feedback from the users will help improve the courseware and repair the
faults that are found when an evaluation of the prototype is conducted. This eventually helps cut
cost and time in the later phase because the requirement for the courseware is enough and precise
and the risk to find new faults or errors are less. However, if the prototype is not well designed, it
might lead to confusion of the users on what actually the courseware will look like [27]. In some
of the cases, users have a misunderstanding when they thought the prototype is the real
courseware which leads to disappointment when, in fact, the real courseware comes out
differently compared to that prototype.
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Figure 4. A diagram of Rapid Prototype Model
The ISD model that has been chosen for this project is the Rapid Prototyping model, as illustrates
in Figure 4. The Rapid Prototyping model is an iterative approach when designing the product.
Rapid prototype models mostly involve the users many times since they need to review every
new prototype developed so they can find the faults of the application or what needs to be
improved to make it better. There are seven steps in a Rapid Prototyping model with the purpose
to reduce the amount of time needed to develop the interactive storybook application in this
research. Upon conducting these steps, the potential limitation or deficiencies observed which
happens in any steps are being taken into consideration.
3.2.1. Step 1: Information Gathering
In this phase, the detailed requirement of the courseware will be collected from the possible user.
The requirement will be collected through a different technique like brainstorming, document
analysis, and prototyping. All the gathered information will be analysed so the requirement
needed for the courseware will be captured.
3.2.2. Step 2: Design
A quick sketch or storyboard of the courseware will be created based on the requirement that has
already been analysed. The purpose of this phase is to show how the courseware will work,
which part of the courseware will be applied with the learning strategies and what type of media
will be used. The user interface of the courseware will be created after the storyboard is approved
and confirmed by the users so we can see a more realistic image of the courseware that will be
developed. This quick design is mainly used as reference for the developer and will also give the
user a brief idea about the courseware.
3.2.3. Step 3: Prototype
After the quick design has been approved, a prototype will be developed based on it. With the
prototype, the user can see how the real courseware will look like and how easy it is to gather
more requirements for the part that needs to be fixed. A new prototype will be developed after
getting feedback from the user in the Review phase. The new prototype will be improved based
on the feedback and suggestions given. This phase not only helps in finding the missing needs of
the product but also saves time and cost by finding error or fault in the prototype early. The new
prototype will be shown to the users for the review again. Both phases will be repeated until the
current prototype is close to the expectation and all the users are satisfied with it and this phase
might take a longer time than expected.
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3.2.4. Step 4: Review
After having built a prototype of the courseware, the initial review session by the user must be
conducted to make sure it satisfies the requirement that has been collected during the requirement
analysis phase. Also, in this phase, we can find out about the weakness that needs improvement
and strength of the courseware. The users who are involved in this phase are mostly potential
end-users and developers of the courseware. The aspect that will be checked in this review is
mostly on design, functions, and the flow of the courseware. All the feedback and suggestions
will be recorded for future reference should the courseware needs to be improved.
This phase will be conducted every time a new version or edition prototype is developed and will
only proceed to the next phase when all the users are satisfied with the current prototype. This
process, known as iterative process, means the current prototype will continually be improved by
the application developers in collaboration with the subject matter experts (SMEs), i.e. educators.
3.2.5. Step 5: Develop
The development phase is where the developer will turn the design into the real courseware.
Mostly, this involves coding and creating media such as animation that is needed for the
courseware. Software tools for developing the courseware will be chosen based on the
developer’s ability and types of systems that will be developed later.
3.2.6. Step 6: Implement
After developing the courseware and having done pre system testing, the courseware should be
deployed to the learner environment so they can use it.
3.2.7. Step 7: Evaluate
Then, the final evaluation will be conducted to check whether the courseware has achieved the
objective and user satisfaction when using the courseware. The evaluation will be conducted as a
summative evaluation.
3.3. Project Management for Prototype Development
In this section, all the activities in each phase of the Rapid Prototype will be shown through the
Gantt Chart. The commencement of this project is in the middle of August 2020 and finished in
early January in 2021.
The rest of the explanation will show how the application works based on the requirement that
has been analysed before reviewing the behavioural and architecture diagrams.
3.3.1. Functional Requirement
There are three main modules which are Story module, Vocabulary module and Quiz module that
the user can use. In the Story module, the user is able to view the story and at the same time, he
can interact with characters on the story page and listen to the narration of the story. Other than
that, the user can view vocabulary words, solve the quiz and check the answers from the feedback
received.
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Figure 5. Use Case Diagram of ‘Jack and the Dirty Smelly Beast’
3.3.2. MVC Architecture
The chosen architecture style for this application is Model-View-Controller (MVC) because it is
an interactive application that requires incorporation of human computer interface. Systems are
decomposed into three main types of components which are Model, View, and Controller, as
shown in Figure 6.
Figure 6. MVC Architecture Diagram
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3.3.3. User Interface
Figure 7 (left) shows the main page of the ‘Jack and The Dirty Smelly Beast’ application which
shows the title of a story and main characters of it which are ‘Jack’ and ‘Beast’ where they pop
out right after user open the application.
Figure 7. Main Menu Interface (left) and Info Interface (right)
There are three buttons on the main page. Two of which are, Music and Info buttons, which are
placed on top of the right and left corner of the page. Meanwhile, the Start button is placed at the
side of the page so it won’t merge with the title image.
When the user clicks the Info button on the main page, it will direct the user to the information
interface (as depicted in Figure 7 (right)), which contained details about the original storybook,
for example, the name of the writer and illustrator. There are two buttons in this interface which
are the Home button, which will bring the user back to the main page and the Next button to view
more information.
Figure 8: Story Mode Interface (left) and Story Mode Interface - Hint Message (right)
Figure 8 (left) shows the first page of the Story mode. The interface design of the main menu
contained the illustration of the story together with the story text. In addition, there are various
other buttons which are the Home button, Next button, Back button and Hint button. Both the
Next and Back buttons are placed at the bottom right and left corner of the screen which bring the
user to a certain story page.
The Hint button which is located at the top right of the screen shows the user the hint about
clickable characters and text which can play animation and sound effect/narration when the user
clicks on it. The hint message pops out in the chat bubble shape along with a character, Jack, to
make it more attractive as shown in Figure 8 (right). Meanwhile, the ‘Click me!’ chat bubble also
pop out to make the user click on the hotspot area. Most of the Story mode interface has similar
interface design concept.
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Figure 9. New Main Menu Interface (left) and Vocabulary Mode Interface (right)
Figure 9 (left) shows the interface after the users finished the Story mode. The background design
is inspired by old paper with some doodle drawing to make it look more interesting to young
children. In addition, it has two main characters of the story which move around it. There are two
common buttons, Home button and Music button which are located at the top corner. The main
focus of the page consists of the Vocabulary button and Quiz button which are placed in the
middle so it can be seen instantly. The Vocabulary button will bring the users to Vocabulary
mode whereas the Quiz button will bring them to Quiz mode.
Vocabulary Mode interface started with choosing the category interface. The users have to
choose between Animal button or Fruit button, as shown in Figure 9 (right), which leads to the
category of vocabulary they want to learn, whereas the Home button is also included at the top
left of the page that connects to the new main page.
Figure 10. Animal Vocabulary Interface (left) and Vocabulary Feedback Interface (right)
Figure 10 (left) shows the example of Animal vocabulary category user interface. The
background is designed to look like a typical school notebook with some of the colourful doodles
at the bottom area. The image of vocabulary words is placed in the middle of the page along with
the text box which is placed beneath it. The user interface comprised of five clickable buttons
which are the Home button, Hint button, Next button, Back button and the image button. The
common button is placed at the usual spot meanwhile the image button is placed at the middle of
the page. The image is clickable which will produce pronunciation sound of the vocabulary word.
The text box is placed below the image to show the spelling of it and every syllable have a
different colour so it can help the user pronounce it easily.
After having learned all the vocabulary words, the user will be directed to the feedback interface,
as shown in Figure 10 (right), where he will be congratulated for successfully learning all the
words.
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Figure 11. Animal Quiz Interface (left) and Fruit Quiz Interface (right)
The Figure 11 (left) shows the example of the quiz interface for the animal category. In the quiz
interface, four answer buttons are lined up below the question text and image along with the
Home button at the top left corner. At the top right end of the interface, there is a Progress Bar to
show the user how many questions have already been solved. The bar will be added every time
they get the correct answer.
Meanwhile, other design of the quiz interface can be referred to the Figure 11 (right). The
difference is there are three image buttons for the answer rather than the text button. The user has
to click the image based on the question given.
Figure 12. Correct Answer Feedback Interface (left) and Wrong Answer Feedback Interface (right)
After the user clicks the answer button, the feedback message will pop out based on the answer
they choose. The feedback message comes out in the shape of a rectangular box with the text and
some illustrations on it. When the user answers correctly, a yellow box with the word
“congratulation”, as shown in Figure 12 (left), will pop out along with the Next button so they
can continue with the next question. If the answer is wrong, the red box, as shown in Figure 12
(right), will come out to notify them that they got the wrong answer and after that, it will
disappear so the user can try to answer it again.
3.4. User Acceptance Test
To answer the third objective of this research, i.e. to analyse the user behaviour when using
digital storybook, a user acceptance testing session was conducted once the application has been
finalised. For this purpose, a group of children was selected as the respondents for this user
acceptance testing. The objectives for the testing session is to analyse the children’s acceptance
towards the ‘Jack and The Dirty Smelly Beast’ application in terms of Interface Design and
Content section, Functionality section, and the Conclusion section. The following sub-section
informs the number of respondents participated in the testing session and describes the
questionnaire used as the instrument used for data gathering purposes.
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3.4.1. Respondents
A total of 17 respondents participated in the software testing with age ranging between 8-10 years
old. With the help of their parents or guardian, the respondent will answer the questionnaire using
Google Form which has previously been shared and explained earlier to the respondents and their
parents or guardian. The respondents answered the questionnaire upon their acceptance of the
application for testing.
3.4.2. Instrument
A questionnaire is being chosen as a research instrument for this project. The questionnaire is
created by using Google Form which has been shared with the respondent through the link. The
questionnaire contained four sections, which are, Respondent Details Section, Interface Design
and Content Section, Functionality Section and Conclusion Section. The results of the finding are
collected and analysed using descriptive analysis method which is based on percentage. Most of
the questions are Likert scale survey questions so that the evaluated data will be more precise.
Table 3 shows the 5-Point Likert Scale that is used in the questionnaire.
Table 3. 5-Point Likert Scale.
Scale Answer
1 Strongly Disagree
2 Disagree
3 Neutral
4 Agree
5 Strongly Agree
4. RESULTS AND DISCUSSION
As mentioned, the data analysed in the user acceptance testing were analysed using descriptive
analysis method. The following section describes the findings for the four sections, i.e.
Respondent Details Section, Interface Design and Content Section, Functionality Section and
Conclusion Section.
4.1. Findings on Respondent Details Section
Demographically, the 17 respondents who participated in the software testing were aged between
6 to 8 years old. With the help of their parents or guardian, the respondent will answer the
questionnaire using Google Form which has been shared before. The respondents will answer the
questionnaire upon their acceptance of the application right after they tested the application.
Table 4. Demography Data.
Age Boys Girls Total Respondents
6 4 4 8
7 3 0 3
8 3 3 6
Total 10 7 17
Based on Table 4, the total number of respondents who participated in the user acceptance testing
were 17 respondents. Majority of the respondents were aged 6-year-old (47%) with the lowest at
aged 7-year-old totalling only 18% altogether. The rest of the respondents was from the age of 8-
year-old (35%) with the majority being boys (59%) and the remaining, 41% were girls. The
following section shows the findings on interface design and content of the application software.
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4.2. Findings on Interface Design and Content Section
Table 5 and Figure 13 respectively show the result for Interface Design and Content section.
About 68.8% of respondents strongly agree that the font size and type used are easy to read
whereas 81.3% strongly agree that the colours used are appropriate too. Meanwhile, 87.5% of the
respondents strongly agree that buttons are clearly visible, and 62.5% of respondents also
strongly agree that the layout design is user friendly and also easy for navigation. Majority of the
respondents, about 68.8%, strongly agree that the background sound and sound effect are
appropriate, and the narration of the story is clear. Other than that, 62.5% of the respondents
strongly agree that the illustration or the graphic help to understand the story and the learning
content more, also the storyline is easy to understand and very entertaining to read.
Table 5. Result Finding of Interface Design and Content Section.
Figure 13. Bar Chart of Interface Design and Content Section Results
4.3. Findings on Functionality Section
Table 6 and Figure 14 respectively show the result for the functionality section of the
questionnaire. A total of 56.3% of respondents strongly agree that the animation of characters
helps attract children to read whereas only 37.5% of respondents agree. Other than that, 68.8% of
the respondents strongly agree and 25% of the respondent agree that the content in the 'Alphabet'
feature is useful and easy to learn new words. For the 'Quiz' feature, majority of the respondents
totalling 68.8%, strongly agree that it helps to remember the words they have learned from the
'Alphabet' feature leaving only 6.3% of the respondents who disagree with it. Besides that, 75%
Question Item
Scale
Strongly
Disagree
Disagree Neutral Agree
Strongly
Agree
a) The font's size and type used is easy to read. 0 0 0 31.3 68.8
b) The colours used are appropriate. 0 0 6.3 12.5 81.3
c) Buttons are clearly visible. 0 0 0 12.5 87.5
d) The layout design is user friendly and easy to navigate. 0 0 0 37.5 62.5
e) The background sound and sound effect is appropriate. 0 0 12.5 18.8 68.8
f) The story's narration is clear. 0 0 6.3 25 68.8
g) The illustration/graphic help to understand the story
/learning content more.
0 0 6.3 31.3 62.5
h) The storyline is easy to understand and entertaining to
read.
0 0 6.3 31.3 62.5
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of the respondent strongly agree that the repetition of narration and question instruction voiceover
function is useful and 18.8% of the respondents also agree about it.
Table 6. Result Finding of Functionality Section
Figure 14. Bar Chart of Functionality Section Results
4.4. Findings on Conclusion Section
Table 7 and Figure 15 respectively show the result of the conclusion section of the questionnaire.
A majority of the respondents comprising of 62.5% strongly agree that this application can
induce the user to read more and 68.8% of the respondents also strongly agree that this
application can also improve the user's literacy skills.
Lastly, the respondents strongly agree (75%) and agree (25%) that they are very satisfied with the
application of the results. The total percentage of respondents who are satisfied with the
application comprise of 75% (strongly agree) and 25% (agree).
Table 7. Result Finding of Conclusion Section
Question Item
Scale
Strongly
Disagree
Disagree Neutral Agree
Strongly
Agree
a) The animation of characters helps attract children to read 0 0 6.3 37.5 56.3
b) The content in the 'Alphabet' feature is useful and easy to
learn new words
0 0 6.3 25 68.8
c) 'Quiz' feature helps to remember words you've learned on
'Alphabet' feature
0 6.3 .6.3 18.8 68.8
d) Repetition of narration and question instruction
voiceover function is useful
0 0 6.3 18.8 75
Question Item
Scale
Strongly
Disagree
Disagree Neutral Agree
Strongly
Agree
a) This application helps attract the user to read more 0 0 18.8 18.8 62.5
b) This application can improve the user's literacy skills 0 0 12.5 18.8 68.8
c) Very satisfied with the application. 0 0 0 25 75
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Figure 15. Bar Chart of Conclusion Section result
4.5. Overall Findings
The difficulty faced by people when using English language in their daily life, has led to the
development of ‘Jack and The Dirty Smelly Beast’ application, is the solution to encourage an
early education for foreign language literacy. This application, developed using Rapid
Prototyping methodology, serves as a basis to identify faults and to improve the quality of the
application.
Overall, it can be concluded that this application has achieved its objectives since most of the
respondents are satisfied with its functionality, interface design and content of the application.
However, various parts of the application can be further improved based on the feedback and
suggestions before it can be fully utilised.
Based on tests carried out, several key areas of improvements have been identified for further
development on the application. Additionally, a list of recommendations has been compiled
based on feedback and suggestions from the respondents. Table 8 summarizes the limitation and
recommendation for the ‘Jack and The Dirty Smelly Beast’ application:
Table 8. Result Finding of Conclusion Section
In addition, respondents agreed that the ‘Jack and The Dirty Smelly Beast’ application has
various advantages that children can benefit when using it. Some of the advantages are:
1. This application can be used anytime and anywhere since it was developed as a mobile
app which can be installed on Android system which does not require internet connection
to use.
Limitation Recommendation
1) Young children might have difficulty to use and need a
guideline from their guidance to use this application.
2) Short and lack of stories for users to read and
vocabulary words to learn.
3) The users have to go through story mode all over again
even though they just want to use quiz mode or
vocabulary mode only.
1) Add more application’s content like more stories for
users to read and vocabulary word to learn so they will
use this application many times.
2) Instead just a picture and word, vocabulary mode
should have an example and meaning for each word to
make it more attractive.
3) Add a character which will guide the users when they
first time using the application which will explain each
function and button in it.
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2. The users will be able to read, listen to the story and interact with the characters in the
storybook when using this app.
3. The users can practice and learn new English words with the help of illustration and
pronunciation audio.
4. The users can also test their vocabulary knowledge by playing quiz games.
5. CONCLUSIONS
In general, this research shows that ‘Jack and The Dirty Smelly Beast’ application is a useful app
for attracting young children to read and learn a foreign language, thus confirming that all the
objectives of this research have been successfully achieved. Through the development of this app,
many things can be learned and improved based on the feedback and recommendation from the
users for a better quality of app to be developed in future. It is envisaged that the development of
this application can encourage the development of more education software in order to enliven
children to foster a love for reading and to capture their interest and curiosity.
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AUTHORS
Indah Fakhrani Arpin is a university student majoring in Bachelor of Software
Engineering (Software Education) at Sultan Idris Education University, Malaysia. Her
interests include graphic arts, multimedia projects (especially animation), indie games, and
picture books!
Maizatul Hayati Mohamad Yatim is an associate professor of Human-Computer
Interaction in Computing Department, at Sultan Idris Education University, Malaysia. Her
research interests are specifically on game design and development, game usability, and
game-based learning. She received her Ph.D. in Computer Science from Otto-von-
Guericke University of Magdeburg, Germany, her M.Sc. in Information Technology, and
her bachelor in Information Technology both from Northern University of Malaysia.