This document discusses the evaluation of positive emotion in children's mobile learning applications using a mixed methods approach. Data was collected from over 100 children across rural, suburban, and urban schools in Sabah, Malaysia using various evaluation methods, including assessment scores, EEG devices, facial expression analysis, a emotions scale, and interviews. The results showed that children were generally able to score highly on assessments after using the mobile application, with urban children scoring highest. EEG data also suggested high levels of positive emotion and learning effectiveness, particularly for suburban children. Overall, the evaluation methods demonstrated that the mobile learning application was effective at eliciting positive emotions in children.
The need of gamified assessment for engaging learning experiencejournalBEEI
- The document discusses the need for gamified assessment to create an engaging learning experience for students. It explores students' perceptions of gamified assessment through a survey of 86 university students in Malaysia.
- The survey found that students have a strong interest in gamified assessment and feel it would better involve them in the assessment process, improve their motivation, and make assessments more enjoyable compared to traditional methods.
- However, the study also found that some students remained neutral about gamified assessment's flexibility in timing and location, likely due to issues with internet access and the need for a stable connection for online assessments. Developing a rigorous gamified assessment model could help address these issues.
A relevant literature review suggests that today’s children are increasingly immersing themselves in ubiquitous technologies, including interactive media and digital games. Therefore, this research uses valid measures to investigate the primary school students’ motivations toward playing educational games, at home and at school. The study was carried out amongst year-3 students in a small European state. The findings reported that there were strong correlations between the students’ perceived usefulness of the educational games and their behavioral intention to use them for their learning. The results also indicated that there was no significant relationship between the perceived ease of game-play and the children’s enjoyment in engaging with the school’s digital games. To the best of our knowledge, there is no other study in academia that has explored the children’s technology acceptance, normative pressures and their intrinsic motivations to use digital learning games in the context of primary education. Therefore, this contribution opens future research avenues, as this study can be replicated in other contexts.
This document describes a study that investigated how different content presentation formats and amounts of information impact learning concepts in electronic self-paced formats. 25 participants were subjected to 5 concepts presented in different formats that varied the amount of textual information, use of graphics, and level of annotations. Eye tracking data was collected to analyze visual attention. The results showed that too much information can cause overload, while providing learner control over progressive disclosure of information and presenting content in smaller units helped the learning process. However, the overall results were not statistically significant. The study aimed to find an optimal amount of information and effective presentation strategies to support cognitive processes in technology-based learning environments.
ASSESSMENT OF MOBILE LEARNING ACTIVITIES AMONG POST GRADUATE STUDENTSThiyagu K
Today the more and more rapid development of the ICT contributes to the increasing abilities of the mobile devices (cell phones, smart phones, PDAs, laptops) and wireless communications, which are the main parts of the mobile learning. On the other hand for the implementation of mobile learning it is necessary to use a corresponding system for the management of such type of education. Mobile learning through the use of wireless mobile technology allows anyone to access information and learning materials from anywhere and at anytime. As a result, learners have control of when they want to learn and from which location they want to learn. The main aim of the study is to assess the mobile learning activities among post graduate students in Viruudhunagar district. Survey method is employed for this study. The investigator has chosen 200 post graduate students for the study. Finally the investigator concludes; (a) There is no significant difference in mobile learning activities among the postgraduate students with respect to their course in terms (b) There is no significant difference in mobile learning activities among the postgraduate students with respect to their Father’s Educational Qualifications. Etc
International Journal of Engineering Research and DevelopmentIJERD Editor
Electrical, Electronics and Computer Engineering,
Information Engineering and Technology,
Mechanical, Industrial and Manufacturing Engineering,
Automation and Mechatronics Engineering,
Material and Chemical Engineering,
Civil and Architecture Engineering,
Biotechnology and Bio Engineering,
Environmental Engineering,
Petroleum and Mining Engineering,
Marine and Agriculture engineering,
Aerospace Engineering.
Application of recommendation system with AHP method and sentiment analysisTELKOMNIKA JOURNAL
This document describes a recommendation system that uses the Analytical Hierarchy Process (AHP) method combined with sentiment analysis. The system allows users to input criteria and alternatives, then performs the following steps:
1. Designs the AHP hierarchy with criteria including sentiment analysis values from social media opinions.
2. Extracts opinions from Twitter about each alternative using its API.
3. Performs sentiment analysis on the opinions to classify them as positive, negative, or neutral.
4. Includes the sentiment values in the AHP calculation to determine the best alternative according to user criteria.
5. Checks the consistency of the AHP analysis to ensure valid results.
The result is a system that provides recommendations to users based
The document presents a critical review of a study that investigated the impact of instructions and feedback on motivation and learning effectiveness in digital game-based learning. The review finds that the original study lacked clarity in clearly defining its problem. While the need to study digital game-based learning is important, the review questions whether comparing it to conventional approaches can prove its benefits. The review also analyzes the study's conceptual framework and literature review, and finds some limitations in its design and comparisons. Overall, the review raises questions about how well the original study addressed its goals of examining the impacts of different instructions and feedback in digital game-based learning environments.
The increasing need for data driven decision making recently has resulted in the application of data mining in various fields including the educational sector which is referred to as educational data mining. The need for improving the performance of data mining models has also been identified as a gap for future researcher. In Nigeria, higher educational institutions collect various students’ data, but these data are rarely used in any decision or policy making to improve the academic performance of students. This research work, attempts to improve the performance of data mining models for predicting students’ academic performance using stacking classifiers ensemble and synthetic minority over-sampling techniques. The research was conducted by adopting and evaluating the performance of J48, IBK and SMO classifiers. The individual classifiers models, standard stacking classifier ensemble model and stacking classifiers ensemble model were trained and tested on 206 students’ data set from the faculty of science federal university Dutse. Students’ specific previous academic performance records at Unified Tertiary Matriculation Examination, Senior Secondary Certificate Examination and first year Cumulative Grade Point Average of students are used as data inputs in WEKA 3.9.1 data mining tool to predict students’ graduation classes of degrees at undergraduate level. The result shows that application of synthetic minority over-sampling technique for class balancing improves all the various models performance with the proposed modified stacking classifiers ensemble model outperforming the various classifiers models in both performance accuracy and RSME values making it the best model.
The need of gamified assessment for engaging learning experiencejournalBEEI
- The document discusses the need for gamified assessment to create an engaging learning experience for students. It explores students' perceptions of gamified assessment through a survey of 86 university students in Malaysia.
- The survey found that students have a strong interest in gamified assessment and feel it would better involve them in the assessment process, improve their motivation, and make assessments more enjoyable compared to traditional methods.
- However, the study also found that some students remained neutral about gamified assessment's flexibility in timing and location, likely due to issues with internet access and the need for a stable connection for online assessments. Developing a rigorous gamified assessment model could help address these issues.
A relevant literature review suggests that today’s children are increasingly immersing themselves in ubiquitous technologies, including interactive media and digital games. Therefore, this research uses valid measures to investigate the primary school students’ motivations toward playing educational games, at home and at school. The study was carried out amongst year-3 students in a small European state. The findings reported that there were strong correlations between the students’ perceived usefulness of the educational games and their behavioral intention to use them for their learning. The results also indicated that there was no significant relationship between the perceived ease of game-play and the children’s enjoyment in engaging with the school’s digital games. To the best of our knowledge, there is no other study in academia that has explored the children’s technology acceptance, normative pressures and their intrinsic motivations to use digital learning games in the context of primary education. Therefore, this contribution opens future research avenues, as this study can be replicated in other contexts.
This document describes a study that investigated how different content presentation formats and amounts of information impact learning concepts in electronic self-paced formats. 25 participants were subjected to 5 concepts presented in different formats that varied the amount of textual information, use of graphics, and level of annotations. Eye tracking data was collected to analyze visual attention. The results showed that too much information can cause overload, while providing learner control over progressive disclosure of information and presenting content in smaller units helped the learning process. However, the overall results were not statistically significant. The study aimed to find an optimal amount of information and effective presentation strategies to support cognitive processes in technology-based learning environments.
ASSESSMENT OF MOBILE LEARNING ACTIVITIES AMONG POST GRADUATE STUDENTSThiyagu K
Today the more and more rapid development of the ICT contributes to the increasing abilities of the mobile devices (cell phones, smart phones, PDAs, laptops) and wireless communications, which are the main parts of the mobile learning. On the other hand for the implementation of mobile learning it is necessary to use a corresponding system for the management of such type of education. Mobile learning through the use of wireless mobile technology allows anyone to access information and learning materials from anywhere and at anytime. As a result, learners have control of when they want to learn and from which location they want to learn. The main aim of the study is to assess the mobile learning activities among post graduate students in Viruudhunagar district. Survey method is employed for this study. The investigator has chosen 200 post graduate students for the study. Finally the investigator concludes; (a) There is no significant difference in mobile learning activities among the postgraduate students with respect to their course in terms (b) There is no significant difference in mobile learning activities among the postgraduate students with respect to their Father’s Educational Qualifications. Etc
International Journal of Engineering Research and DevelopmentIJERD Editor
Electrical, Electronics and Computer Engineering,
Information Engineering and Technology,
Mechanical, Industrial and Manufacturing Engineering,
Automation and Mechatronics Engineering,
Material and Chemical Engineering,
Civil and Architecture Engineering,
Biotechnology and Bio Engineering,
Environmental Engineering,
Petroleum and Mining Engineering,
Marine and Agriculture engineering,
Aerospace Engineering.
Application of recommendation system with AHP method and sentiment analysisTELKOMNIKA JOURNAL
This document describes a recommendation system that uses the Analytical Hierarchy Process (AHP) method combined with sentiment analysis. The system allows users to input criteria and alternatives, then performs the following steps:
1. Designs the AHP hierarchy with criteria including sentiment analysis values from social media opinions.
2. Extracts opinions from Twitter about each alternative using its API.
3. Performs sentiment analysis on the opinions to classify them as positive, negative, or neutral.
4. Includes the sentiment values in the AHP calculation to determine the best alternative according to user criteria.
5. Checks the consistency of the AHP analysis to ensure valid results.
The result is a system that provides recommendations to users based
The document presents a critical review of a study that investigated the impact of instructions and feedback on motivation and learning effectiveness in digital game-based learning. The review finds that the original study lacked clarity in clearly defining its problem. While the need to study digital game-based learning is important, the review questions whether comparing it to conventional approaches can prove its benefits. The review also analyzes the study's conceptual framework and literature review, and finds some limitations in its design and comparisons. Overall, the review raises questions about how well the original study addressed its goals of examining the impacts of different instructions and feedback in digital game-based learning environments.
The increasing need for data driven decision making recently has resulted in the application of data mining in various fields including the educational sector which is referred to as educational data mining. The need for improving the performance of data mining models has also been identified as a gap for future researcher. In Nigeria, higher educational institutions collect various students’ data, but these data are rarely used in any decision or policy making to improve the academic performance of students. This research work, attempts to improve the performance of data mining models for predicting students’ academic performance using stacking classifiers ensemble and synthetic minority over-sampling techniques. The research was conducted by adopting and evaluating the performance of J48, IBK and SMO classifiers. The individual classifiers models, standard stacking classifier ensemble model and stacking classifiers ensemble model were trained and tested on 206 students’ data set from the faculty of science federal university Dutse. Students’ specific previous academic performance records at Unified Tertiary Matriculation Examination, Senior Secondary Certificate Examination and first year Cumulative Grade Point Average of students are used as data inputs in WEKA 3.9.1 data mining tool to predict students’ graduation classes of degrees at undergraduate level. The result shows that application of synthetic minority over-sampling technique for class balancing improves all the various models performance with the proposed modified stacking classifiers ensemble model outperforming the various classifiers models in both performance accuracy and RSME values making it the best model.
This study aimed to determine the feasibility of using a staffing information system application as a learning medium for automating staffing governance in vocational schools. The study assessed the application based on feedback from material experts, media experts, and practitioners, and found it to be very feasible for use in the learning process, scoring highly at 89.2% from material experts, 95% from media experts, and 90% from practitioners. The application was determined to be a very suitable learning medium for automation subjects in vocational school fields related to automation and office management.
“Magic Boosed” an elementary school geometry textbook with marker-based augme...TELKOMNIKA JOURNAL
Recently media that is used on mathematic study is just board and printed book. Usually teacher uses, modelling tool to visualize study objects like geometry, but students must be in alternatively to fulfill that demand requires application which can deliver 3-dimension geometry to emphasize students understanding of volume and surface area. This research will implement based tracking marker method on textbook and develop geometry study application based on augmented reality, it is called “Magic Boosed”. The existence of AR combination technology, then geometry which will be taught by teacher to elementary school student will be more interesting and make students are easier to learn shape and geometry formulas, this is evident from data analysis test on student learning improvement using kolmogorov-smirnov testing.
Article Review : Does Game-Based Learning Work? Results from Three Recent Stu...Nurnabihah Mohamad Nizar
1. The document summarizes three recent studies on the effectiveness of game-based learning.
2. The studies involved students in business, economics, and management courses and compared test scores between students who used games for learning and those who did not.
3. The results showed that students who used games consistently outperformed those who did not, with higher percentages scoring As and no students failing compared to some failures in the non-game groups. The studies suggest that game-based learning can improve academic achievement.
The purpose of this study was to alleviate the problem of student learning activities through the use of innovative chemistry learning media, namely chemopoly-edutainment. This type of research was a pre-experimental study. The approach used was descriptive qualitative approach. This research has been done in Medan State University in 2017 year. The selection of research subjects was done by purposive sampling, i.e., Chemistry Department students as many as 36 people. Data were collected using observation sheet to measure learning activities. Then, students' responses were measured using a questionnaire. The results showed that learning about chemicals separation by using chemopoly-edutainment media could help students to be more active in learning. The activeness of students in the highly active category was found at 77.16 percent. While active students learn was reached 20.68 percent. In addition, found as many as 2.16 percent of students who were quite active. The study also found that none of the students were less active or inactive in teaching and learning activities using the chemopolyedutainment medium. The students’ responses to the use of chemopolyeudtainment media on chemical separation learning was also found to be positive.
This document discusses using the game-based learning tool Kahoot for classroom assessments and reviews key points about how it works and research on its effectiveness. Kahoot allows teachers to create quizzes that students can participate in using devices, receiving points for speed and accuracy. Studies found Kahoot engaged students, provided immediate feedback, and improved performance for average students by 12%. The document outlines the process for teachers to set up Kahoot accounts and create assignments, and notes positive feedback from students and teachers using the tool. Continuous evaluation of Kahoot's effectiveness is recommended going forward.
This document summarizes a research study that examined the relationship between Polya's problem-solving steps and the steps of computational thinking when students solve mathematics problems. The study found that when defining the problem, students performed abstraction and decomposition, consistent with computational thinking. When planning solutions, students used generalization. When implementing plans and checking answers, students used debugging and developing algorithms. So the study concluded that Polya's problem-solving aligns with computational thinking steps when students solve problems in mathematics.
Learning and teaching experiment was designed to incorporate SRS-Student Response System to measure
and assess student engagement in higher education for level 5 engineering students. The SRS system was based on getting an immediate student feedback to short quizzes lasting 10 to 15 minutes using Socrative software. The structure of the questions was a blend of true/false, multiple choice and short answer questions. The experiment was conducted through semester 2 of yearlong engineering module. The
outcome of the experiment was analyzed quantitatively based on student performance and qualitatively through student questionnaire. The results indicate that using student paced assessments method using Socrative enhanced student’s performance. The results showed that 53% of the students improved their performance while 23% neither improved nor underperformed. Qualitative data showed students felt
improvement in their learning experience. Overall results indicate positive impact using this technology in teaching and learning for engineering modules in higher education
1) The document discusses students' beliefs about mathematics, including their beliefs about the characteristics of mathematics, mathematical content, processes, cognitive processes, and usefulness of mathematics. It also discusses factors influencing students' self-concept, anxiety levels, and perceptions of mathematics teachers.
2) Research findings show that mathematics anxiety is a major contributor to students' achievement in mathematics. Students' relationships with their teachers also significantly impact their motivation and success.
3) Students view ideal mathematics teachers as having qualities like patience, clear explanations, ensuring students understand concepts, and being approachable. Both personal characteristics and instructional skills are important for effective teaching.
Designing interactive systems - going beyond cognitive domainSanjay Goel
Sanjay Goel presented research on expanding the design of e-learning and interactive systems beyond just the cognitive domain. Surveys found low ratings for e-learning quality and computer-based training. Educational software needs to consider learning in the cognitive, affective, and psychomotor domains. Learners highly rated practices like applying concepts practically and understanding others' views, while memorizing facts was lowest rated. A taxonomy classified learners' expression and its effect on perceived learning. Research opportunities include evaluating learning theories in e-learning contexts and creating e-learning theories. Computer games could better address feminine players' interests and the needs of elderly users.
An Experimental Investigation Of Drill-And-Practice Mobile Apps And Young C...Audrey Britton
An experimental study investigated the impact of two math drill-and-practice apps on 376 children aged 5-6 years old across three UK schools. Pre- and post-tests found learning gains in both the app groups and control groups, suggesting the apps were equally effective as standard math practice. However, more research is needed to better understand how app characteristics and individual child differences impact learning effectiveness.
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
2 ( The ten experts have evaluated the model and commented that the developed model showed high
suitability.
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The document describes the development of an interactive instructional model using augmented reality and edutainment to enhance emotional quotient. It includes:
1) The development of a model consisting of three elements: interactive instructional augmented reality, edutainment learning activities, and emotional quotient assessment.
2) An evaluation of the model by 10 experts found it to have high suitability, with the interactive instructional augmented reality steps and edutainment learning activity steps rated as having the highest suitability.
3) The experts' evaluation demonstrated that the model's components, steps, and activities were highly suitable for effectively using augmented reality and edutainment to enhance students' emotional quotient.
PERCEPTION TOWARDS MOBILE LEARNING ACTIVITIES AMONG POST GRADUATE STUDENTSThiyagu K
M-learning is learning supported by mobile devices and intelligent user interfaces. Compared to the prior generation a few years ago, storage capacity and screen size of mobile devices as well as transfer speed of wireless connections have significantly increased. Equipped with mobile devices, learners can conduct learning activities at anytime anywhere. m-learning is learning that is not constrained to a physical space or specific time and learning that is supported by communication with embedded computing elements in the environment on every move of the learner (Thiyagu, K, 2009). The main aim of the study is to assess the perception towards mobile learning activities among post graduate students in Viruudhunagar district. Survey method is employed for this study. The investigator has chosen 230 post graduate students as a sample for the study in a random sampling technique. Finally the investigator concludes; (a) There is no significant difference in perception towards mobile learning activities among the postgraduate students with respect to their course in terms (b) There is no significant difference in perception towards mobile learning activities among the postgraduate students with respect to their Father’s Educational Qualifications and father’s occupation.
Development of interactive instructional model using augmented reality based ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
(2The ten experts have evaluated the model and commented that the developed model showed high
suitability.
1. The study aimed to determine junior high school students' emotional intelligence, especially in managing emotions, recognizing emotions, and motivating themselves.
2. A questionnaire and interviews were used to collect data from 102 students. The results found that 61.8% of students were good at recognizing emotions, 53.9% were good at managing emotions, and 60.8% were good at motivating themselves.
3. Students need opportunities to develop direct experiences and thoughts during learning activities to improve their emotional intelligence.
In current assessment practice, self-ratings and questionnaires are a dominant tool used to measure the skills called social and emotional skills or non-cognitive skills, although the tools are affected by various biases. In this regard, the anchoring vignette approach was introduced against the biases, correcting individuals’ self-rated responses based on their rating of hypothetical individuals in the scenario. Drawing from students’ self-rated social and emotional skills in mathematics, this paper presented the study which examined the effect of anchoring vignette approach on reliability and correlation by comparing self-rated and vignette-corrected scales. Research participants were Mongolian students in ninth grade (N=308). The participants were administered in two scales: self-ratings for math perseverance and cooperative learning in math, followed by a vignette set. The vignette-corrected scale showed higher reliability than the self-rating scale for both math perseverance and cooperative learning in math. Besides, the vignette-corrected scales for gender and region showed a stronger and more significant correlation than the self-rating scales, suggesting that there might be gender- and region-related differences in the way the students act in math class. In summary, these findings suggest that the anchoring vignette approach has the potential to measure social and emotional or non-cognitive aspects of mathematics in a more reliable way. Future studies could further investigate the reliability and validity of the anchoring vignette approach by including more cultural groups and designing the vignettes while considering various math contents and vignette gender.
This research studied 118 undergraduate students at Thammasat Business School who used a stock market simulation mobile application for 3 hours. Students completed pre- and post-tests on financial knowledge and a survey. The study examined how perceived usefulness, ease of use, attitude toward use, self-directed learning, and self-efficacy related to each other based on the Technology Acceptance Model. The results showed that perceived usefulness, ease of use, and attitude positively impacted self-directed learning and self-efficacy, indicating that the mobile application improved students' self-beliefs in their financial abilities.
Motivation assessment model for intelligent tutoring system based on Mamdani ...IAESIJAI
Many educators have used the benefit offer by intelligent tutoring system. To
become more personalizing and effective tutoring system, student
characteristics need to be considered. One of important student characteristic
is motivation. Therefore, in this study a motivation assessment model based
on self-efficacy theory was proposed. Refer to the theory, effort, choice of
activities, performance and persistence were discussed as motivation
attributes. Further, time spend, difficulty level, number of correct answers and
number of questions skipped are the parameters was defined for each attribute.
The model was designed by taking the advantages of Mamdani inference
system as fuzzy logic technique to predict students’ motivation level. The
model able to inmates like a human tutor does in the traditional classroom to
understand students’ motivation level.
Gamification for Elementary Mathematics Learning in Indonesia IJECEIAES
The purpose of this research is to combine multimedia elements and mathematics learning material to a mathematic learning interactive application. Research and design methodology that used is Game Development Life Cycle (GDLC) which consist of initiation, pre-production, production, testing and release. Content inside the game is made using gamification and expert system concept. The result of this research is an interactive learning game to support student to understand mathematic materials. The purpose of this application is to help student to learn mathematic in an interactive and interesting way, to deliver mathematic material easily.
Sentiment Mining of Community Development Program Evaluation Based on Social ...TELKOMNIKA JOURNAL
This document summarizes a study that performed sentiment analysis on tweets related to community development programs in Bogor, Indonesia. The researchers collected over 2,000 tweets about two youth awareness activities. They preprocessed the tweets, reduced their features using PCA, and classified the sentiment of each tweet as positive, negative, or neutral using a support vector machine (SVM) model. The SVM was trained using a lexicon-based labeling method. Their results showed that the model provided a sentiment summary that identified the tweets with the most positive sentiment, allowing for evaluation of which activities had a higher success rate according to social media responses.
User experience improvement of japanese language mobile learning application ...IJECEIAES
Advances in smartphone technology have led to the strong emergence of mobile learning (m-learning) on the market to support foreign language learning purposes, especially for the Japanese language. No matter what kind of m-learning application, their goal should help learners to learn the Japanese language independently. However, popular Japanese m-learning applications only accommodate on enhancing reading, vocabulary and writing ability so that user experience issues are still prevalent and may affect the learning outcome. In the context of user experience, usability is one of the essential factors in mobile application development to determine the level of the application’s user experience. In this paper, we advocate for a user experience improvement by using the mental model and A/B testing. The mental model is used to reflect the user’s inner thinking mode. A comparative approach was used to investigate the performance of 20 highgrade students with homogenous backgrounds and coursework. User experience level was measured based on the usability approach on pragmatic quality and hedonic quality like effectiveness (success rate of task completion), efficiency (task completion time) and satisfaction. The results then compared with an existing Japanese m-learning to gather the insight of improvement of our proposed method. Experimental results show that both m-learning versions proved can enhance learner performance in pragmatic attributes. Nevertheless, the study also reveals that an m-learning that employs the conversational mental model in the learning process is more valued by participants in hedonic qualities. Mean that the proposed m-learning which is developed with the mental model consideration and designed using A/B testing is able to provide conversational learning experience intuitively.
This study aimed to determine the feasibility of using a staffing information system application as a learning medium for automating staffing governance in vocational schools. The study assessed the application based on feedback from material experts, media experts, and practitioners, and found it to be very feasible for use in the learning process, scoring highly at 89.2% from material experts, 95% from media experts, and 90% from practitioners. The application was determined to be a very suitable learning medium for automation subjects in vocational school fields related to automation and office management.
“Magic Boosed” an elementary school geometry textbook with marker-based augme...TELKOMNIKA JOURNAL
Recently media that is used on mathematic study is just board and printed book. Usually teacher uses, modelling tool to visualize study objects like geometry, but students must be in alternatively to fulfill that demand requires application which can deliver 3-dimension geometry to emphasize students understanding of volume and surface area. This research will implement based tracking marker method on textbook and develop geometry study application based on augmented reality, it is called “Magic Boosed”. The existence of AR combination technology, then geometry which will be taught by teacher to elementary school student will be more interesting and make students are easier to learn shape and geometry formulas, this is evident from data analysis test on student learning improvement using kolmogorov-smirnov testing.
Article Review : Does Game-Based Learning Work? Results from Three Recent Stu...Nurnabihah Mohamad Nizar
1. The document summarizes three recent studies on the effectiveness of game-based learning.
2. The studies involved students in business, economics, and management courses and compared test scores between students who used games for learning and those who did not.
3. The results showed that students who used games consistently outperformed those who did not, with higher percentages scoring As and no students failing compared to some failures in the non-game groups. The studies suggest that game-based learning can improve academic achievement.
The purpose of this study was to alleviate the problem of student learning activities through the use of innovative chemistry learning media, namely chemopoly-edutainment. This type of research was a pre-experimental study. The approach used was descriptive qualitative approach. This research has been done in Medan State University in 2017 year. The selection of research subjects was done by purposive sampling, i.e., Chemistry Department students as many as 36 people. Data were collected using observation sheet to measure learning activities. Then, students' responses were measured using a questionnaire. The results showed that learning about chemicals separation by using chemopoly-edutainment media could help students to be more active in learning. The activeness of students in the highly active category was found at 77.16 percent. While active students learn was reached 20.68 percent. In addition, found as many as 2.16 percent of students who were quite active. The study also found that none of the students were less active or inactive in teaching and learning activities using the chemopolyedutainment medium. The students’ responses to the use of chemopolyeudtainment media on chemical separation learning was also found to be positive.
This document discusses using the game-based learning tool Kahoot for classroom assessments and reviews key points about how it works and research on its effectiveness. Kahoot allows teachers to create quizzes that students can participate in using devices, receiving points for speed and accuracy. Studies found Kahoot engaged students, provided immediate feedback, and improved performance for average students by 12%. The document outlines the process for teachers to set up Kahoot accounts and create assignments, and notes positive feedback from students and teachers using the tool. Continuous evaluation of Kahoot's effectiveness is recommended going forward.
This document summarizes a research study that examined the relationship between Polya's problem-solving steps and the steps of computational thinking when students solve mathematics problems. The study found that when defining the problem, students performed abstraction and decomposition, consistent with computational thinking. When planning solutions, students used generalization. When implementing plans and checking answers, students used debugging and developing algorithms. So the study concluded that Polya's problem-solving aligns with computational thinking steps when students solve problems in mathematics.
Learning and teaching experiment was designed to incorporate SRS-Student Response System to measure
and assess student engagement in higher education for level 5 engineering students. The SRS system was based on getting an immediate student feedback to short quizzes lasting 10 to 15 minutes using Socrative software. The structure of the questions was a blend of true/false, multiple choice and short answer questions. The experiment was conducted through semester 2 of yearlong engineering module. The
outcome of the experiment was analyzed quantitatively based on student performance and qualitatively through student questionnaire. The results indicate that using student paced assessments method using Socrative enhanced student’s performance. The results showed that 53% of the students improved their performance while 23% neither improved nor underperformed. Qualitative data showed students felt
improvement in their learning experience. Overall results indicate positive impact using this technology in teaching and learning for engineering modules in higher education
1) The document discusses students' beliefs about mathematics, including their beliefs about the characteristics of mathematics, mathematical content, processes, cognitive processes, and usefulness of mathematics. It also discusses factors influencing students' self-concept, anxiety levels, and perceptions of mathematics teachers.
2) Research findings show that mathematics anxiety is a major contributor to students' achievement in mathematics. Students' relationships with their teachers also significantly impact their motivation and success.
3) Students view ideal mathematics teachers as having qualities like patience, clear explanations, ensuring students understand concepts, and being approachable. Both personal characteristics and instructional skills are important for effective teaching.
Designing interactive systems - going beyond cognitive domainSanjay Goel
Sanjay Goel presented research on expanding the design of e-learning and interactive systems beyond just the cognitive domain. Surveys found low ratings for e-learning quality and computer-based training. Educational software needs to consider learning in the cognitive, affective, and psychomotor domains. Learners highly rated practices like applying concepts practically and understanding others' views, while memorizing facts was lowest rated. A taxonomy classified learners' expression and its effect on perceived learning. Research opportunities include evaluating learning theories in e-learning contexts and creating e-learning theories. Computer games could better address feminine players' interests and the needs of elderly users.
An Experimental Investigation Of Drill-And-Practice Mobile Apps And Young C...Audrey Britton
An experimental study investigated the impact of two math drill-and-practice apps on 376 children aged 5-6 years old across three UK schools. Pre- and post-tests found learning gains in both the app groups and control groups, suggesting the apps were equally effective as standard math practice. However, more research is needed to better understand how app characteristics and individual child differences impact learning effectiveness.
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
2 ( The ten experts have evaluated the model and commented that the developed model showed high
suitability.
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The document describes the development of an interactive instructional model using augmented reality and edutainment to enhance emotional quotient. It includes:
1) The development of a model consisting of three elements: interactive instructional augmented reality, edutainment learning activities, and emotional quotient assessment.
2) An evaluation of the model by 10 experts found it to have high suitability, with the interactive instructional augmented reality steps and edutainment learning activity steps rated as having the highest suitability.
3) The experts' evaluation demonstrated that the model's components, steps, and activities were highly suitable for effectively using augmented reality and edutainment to enhance students' emotional quotient.
PERCEPTION TOWARDS MOBILE LEARNING ACTIVITIES AMONG POST GRADUATE STUDENTSThiyagu K
M-learning is learning supported by mobile devices and intelligent user interfaces. Compared to the prior generation a few years ago, storage capacity and screen size of mobile devices as well as transfer speed of wireless connections have significantly increased. Equipped with mobile devices, learners can conduct learning activities at anytime anywhere. m-learning is learning that is not constrained to a physical space or specific time and learning that is supported by communication with embedded computing elements in the environment on every move of the learner (Thiyagu, K, 2009). The main aim of the study is to assess the perception towards mobile learning activities among post graduate students in Viruudhunagar district. Survey method is employed for this study. The investigator has chosen 230 post graduate students as a sample for the study in a random sampling technique. Finally the investigator concludes; (a) There is no significant difference in perception towards mobile learning activities among the postgraduate students with respect to their course in terms (b) There is no significant difference in perception towards mobile learning activities among the postgraduate students with respect to their Father’s Educational Qualifications and father’s occupation.
Development of interactive instructional model using augmented reality based ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
(2The ten experts have evaluated the model and commented that the developed model showed high
suitability.
1. The study aimed to determine junior high school students' emotional intelligence, especially in managing emotions, recognizing emotions, and motivating themselves.
2. A questionnaire and interviews were used to collect data from 102 students. The results found that 61.8% of students were good at recognizing emotions, 53.9% were good at managing emotions, and 60.8% were good at motivating themselves.
3. Students need opportunities to develop direct experiences and thoughts during learning activities to improve their emotional intelligence.
In current assessment practice, self-ratings and questionnaires are a dominant tool used to measure the skills called social and emotional skills or non-cognitive skills, although the tools are affected by various biases. In this regard, the anchoring vignette approach was introduced against the biases, correcting individuals’ self-rated responses based on their rating of hypothetical individuals in the scenario. Drawing from students’ self-rated social and emotional skills in mathematics, this paper presented the study which examined the effect of anchoring vignette approach on reliability and correlation by comparing self-rated and vignette-corrected scales. Research participants were Mongolian students in ninth grade (N=308). The participants were administered in two scales: self-ratings for math perseverance and cooperative learning in math, followed by a vignette set. The vignette-corrected scale showed higher reliability than the self-rating scale for both math perseverance and cooperative learning in math. Besides, the vignette-corrected scales for gender and region showed a stronger and more significant correlation than the self-rating scales, suggesting that there might be gender- and region-related differences in the way the students act in math class. In summary, these findings suggest that the anchoring vignette approach has the potential to measure social and emotional or non-cognitive aspects of mathematics in a more reliable way. Future studies could further investigate the reliability and validity of the anchoring vignette approach by including more cultural groups and designing the vignettes while considering various math contents and vignette gender.
This research studied 118 undergraduate students at Thammasat Business School who used a stock market simulation mobile application for 3 hours. Students completed pre- and post-tests on financial knowledge and a survey. The study examined how perceived usefulness, ease of use, attitude toward use, self-directed learning, and self-efficacy related to each other based on the Technology Acceptance Model. The results showed that perceived usefulness, ease of use, and attitude positively impacted self-directed learning and self-efficacy, indicating that the mobile application improved students' self-beliefs in their financial abilities.
Motivation assessment model for intelligent tutoring system based on Mamdani ...IAESIJAI
Many educators have used the benefit offer by intelligent tutoring system. To
become more personalizing and effective tutoring system, student
characteristics need to be considered. One of important student characteristic
is motivation. Therefore, in this study a motivation assessment model based
on self-efficacy theory was proposed. Refer to the theory, effort, choice of
activities, performance and persistence were discussed as motivation
attributes. Further, time spend, difficulty level, number of correct answers and
number of questions skipped are the parameters was defined for each attribute.
The model was designed by taking the advantages of Mamdani inference
system as fuzzy logic technique to predict students’ motivation level. The
model able to inmates like a human tutor does in the traditional classroom to
understand students’ motivation level.
Gamification for Elementary Mathematics Learning in Indonesia IJECEIAES
The purpose of this research is to combine multimedia elements and mathematics learning material to a mathematic learning interactive application. Research and design methodology that used is Game Development Life Cycle (GDLC) which consist of initiation, pre-production, production, testing and release. Content inside the game is made using gamification and expert system concept. The result of this research is an interactive learning game to support student to understand mathematic materials. The purpose of this application is to help student to learn mathematic in an interactive and interesting way, to deliver mathematic material easily.
Sentiment Mining of Community Development Program Evaluation Based on Social ...TELKOMNIKA JOURNAL
This document summarizes a study that performed sentiment analysis on tweets related to community development programs in Bogor, Indonesia. The researchers collected over 2,000 tweets about two youth awareness activities. They preprocessed the tweets, reduced their features using PCA, and classified the sentiment of each tweet as positive, negative, or neutral using a support vector machine (SVM) model. The SVM was trained using a lexicon-based labeling method. Their results showed that the model provided a sentiment summary that identified the tweets with the most positive sentiment, allowing for evaluation of which activities had a higher success rate according to social media responses.
User experience improvement of japanese language mobile learning application ...IJECEIAES
Advances in smartphone technology have led to the strong emergence of mobile learning (m-learning) on the market to support foreign language learning purposes, especially for the Japanese language. No matter what kind of m-learning application, their goal should help learners to learn the Japanese language independently. However, popular Japanese m-learning applications only accommodate on enhancing reading, vocabulary and writing ability so that user experience issues are still prevalent and may affect the learning outcome. In the context of user experience, usability is one of the essential factors in mobile application development to determine the level of the application’s user experience. In this paper, we advocate for a user experience improvement by using the mental model and A/B testing. The mental model is used to reflect the user’s inner thinking mode. A comparative approach was used to investigate the performance of 20 highgrade students with homogenous backgrounds and coursework. User experience level was measured based on the usability approach on pragmatic quality and hedonic quality like effectiveness (success rate of task completion), efficiency (task completion time) and satisfaction. The results then compared with an existing Japanese m-learning to gather the insight of improvement of our proposed method. Experimental results show that both m-learning versions proved can enhance learner performance in pragmatic attributes. Nevertheless, the study also reveals that an m-learning that employs the conversational mental model in the learning process is more valued by participants in hedonic qualities. Mean that the proposed m-learning which is developed with the mental model consideration and designed using A/B testing is able to provide conversational learning experience intuitively.
An Inquiry on the Self-Esteem and Self-Efficacy Level of Information Technolo...IJAEMSJORNAL
This study aimed to identify, analyze and determine the level of self-efficacy and self-esteem of B.S. Information Technology (BSIT) students of a higher learning institution in Nueva Ecija, Philippines. It was conducted during the 1st Semester of the academic year 2019-2020. This research utilized descriptive approach to describe the level of self-esteem and self-efficacy of the students and to draw valuable insights that may contribute to the improvement of the teaching and learning practices of the faculty members in the college. The researchers used random sampling to ensure that all year levels are well represented in the study. There were 285 students who voluntarily responded after the researchers explained to them the purpose of this study. Responses were tallied, summarized and interpreted. Results show that the level of self-esteem and self-efficacy of the students were moderate/medium (WM=2.03, WM=2.08). This indicates that depending on the given situation or context, students may increase or decrease the level of their self-esteem and self-efficacy. This study suggest that students may be exposed to more activities that may help them improve their self-esteem and self-efficacy to greatly contribute to their holistic development. Future studies may be conducted to a larger number of respondents and to understand the link between self-efficacy and self-esteem on their academic performance, drop-out rates, and retention rates.
Exploring students’ emotional state during a test-related task using wearabl...IJECEIAES
Using wireless sensors for brain activity, brain signals associated with the mood states of engineering students have been captured before and during the taking of a mathematics exam. The characterization of brain lobule activity related to arousal/valence states was analyzed from reports on the literature of the horizontal dimensions of pleasure-displeasure and vertical dimensions representing arousal-sleep. The results showed a direct relationship of the level of students’ arousal with the event of taking an exam as well as feelings of negative emotions during the exam presentation. The development of this research can lead to the implementation of controlled spaces for the presentation of students’ exams in which arousal/valence states can be controlled so that they do not affect their performance and the fulfillment of the goals, achievements or objectives established in a program or subject.
DISCOVERABILITY A NEW LEARNABILITY PRINCIPLE FOR CHILDREN’S APPLICATION SOFTWAREijcsit
For more than two decades children’s use of multimedia was restricted to watching television and listening
to music. Although some parents complained about children being addicted to listening to music the idea
that children could be addicted to television was a real concern to most parents. Nowadays parents not
only need to be concerned about how much television their kids are watching, but also many other forms of
media that are emerging with the fast development in information and technology such as the internet,
video games, tablets and smart phones. From this the researcher came to realize that children are
increasingly becoming the consumers of application software facilitated by these information systems.
Children spend at least three hours according to research on these media which includes the use of
computers, tablets, smartphones and music. The researcher was concerned that system vendors use the
same learnability principles to make applications for all age groups based on learnability principles that
were designed with adult users in mind. Many interface design principles used for adult products cannot be
applied to products meant for children and further yet children at different ages learn differently. The
research looked at the existing learnability principles by trying to evaluate them and come up with new
principle(s) that can be used to further improve the current principles so that they can be used effectively
by information system designers to improve on the learna
Design of a multi-agent system using the "MaSE" method for learners' metacogn...IJECEIAES
This article addresses a multi-agent approach to solving the problem of integrating metacognitive incentives into Learning Management System. The behavior of the teacher in a classroom-teaching situation, where teacher adopting the competency-based approach, is characterized by a set of didactic interventions dynamically adaptable according to the actions-reactions of the learners. These interventions are continually subjected to perfection by experience. In this article, we are interested in modeling the multi-agent system in order to help the learners develop their metacognitive skills in a continuous way. The purpose of this system is to supervise the activities and statements of the learner and communicate them to the metacognitive agent. The latter focuses on the assessment of the learner's metacognitive skills in order to trigger, automatically, metacognitive incentives to provide help messages. Integrating the agent for metacognitive control and assistance, allows learners to maintain motivation and confidence, and elicit their attention to the importance of metacognitive skills during learning activity. The "MaSE" methodology and the "agentTool" are used to model the multi-agent system.
Development of an edutainment instructional model using learning object for e...Panita Wannapiroon Kmutnb
This document summarizes a research study that aimed to develop and evaluate an edutainment instructional model using learning objects in an electronic book on a tablet computer to develop students' emotional quotient. The study was conducted in two phases: model development and expert evaluation. Five experts evaluated the model and found it to have high suitability, with mean scores above 4 out of 5 for all model components, steps, and activities. The results demonstrate that the developed edutainment instructional model is valid for effective use in developing students' emotional intelligence.
Research on the field of using social media has gained more importance in the recent days due to the rapid development of social media technologies. Looking at the behavioral intention and attitude of using social media for collaborative learning within Malaysian higher educational institutions and the influencing factors in this regard has received little attention by researchers. The study aims at examining the determinants that affect learners’ attitude and behavior intention regarding their use social media to achieve collaborative learning. Such examination is carried out by using the Theory Acceptance Model (TAM) and Unified Theory of Acceptance and Usage of Technology (UTAUT). A total of 243 participants were recruited for this study. The findings indicated that students’ attitudes and behavior are strong indicators of their intentions in terms of using social media in collaborative learning.
THE CURRENT TRENDS OF AUGMENTED REALITY IN EARLY CHILDHOOD EDUCATIONijma
ABSTRACT
Augmented Reality has been widely used in various level of education such as higher-level education, secondary education (lower/upper secondary level), primary education, and in informal learning. However, the implementation in early childhood education is still limited. By using library research methodology, the objective of this paper is to investigate the existing work of augmented reality in early childhood education between 2009-2018. Based on the results, it shows that the publication of augmented reality in early childhood education increased slowly within these past ten years. It has been found that the main advantage of augmented reality is to enhance motivation. Early literacy has been found to be the most used topic with sampling less than 30 children. Finally, ‘Marker-based’ augmented reality has been widely used with mobile devices and in term of data collection methods, ‘Test’ has been used the most in this field of research.
A HYBRID CLASSIFICATION ALGORITHM TO CLASSIFY ENGINEERING STUDENTS’ PROBLEMS ...IJDKP
The social networking sites have brought a new horizon for expressing views and opinions of individuals.
Moreover, they provide medium to students to share their sentiments including struggles and joy during the
learning process. Such informal information has a great venue for decision making. The large and growing
scale of information needs automatic classification techniques. Sentiment analysis is one of the automated
techniques to classify large data. The existing predictive sentiment analysis techniques are highly used to
classify reviews on E-commerce sites to provide business intelligence. However, they are not much useful
to draw decisions in education system since they classify the sentiments into merely three pre-set
categories: positive, negative and neutral. Moreover, classifying the students’ sentiments into positive or
negative category does not provide deeper insight into their problems and perks. In this paper, we propose
a novel Hybrid Classification Algorithm to classify engineering students’ sentiments. Unlike traditional
predictive sentiment analysis techniques, the proposed algorithm makes sentiment analysis process
descriptive. Moreover, it classifies engineering students’ perks in addition to problems into several
categories to help future students and education system in decision making.
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Square transposition: an approach to the transposition process in block cipherjournalBEEI
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Supervised machine learning based liver disease prediction approach with LASS...journalBEEI
In this contemporary era, the uses of machine learning techniques are increasing rapidly in the field of medical science for detecting various diseases such as liver disease (LD). Around the globe, a large number of people die because of this deadly disease. By diagnosing the disease in a primary stage, early treatment can be helpful to cure the patient. In this research paper, a method is proposed to diagnose the LD using supervised machine learning classification algorithms, namely logistic regression, decision tree, random forest, AdaBoost, KNN, linear discriminant analysis, gradient boosting and support vector machine (SVM). We also deployed a least absolute shrinkage and selection operator (LASSO) feature selection technique on our taken dataset to suggest the most highly correlated attributes of LD. The predictions with 10 fold cross-validation (CV) made by the algorithms are tested in terms of accuracy, sensitivity, precision and f1-score values to forecast the disease. It is observed that the decision tree algorithm has the best performance score where accuracy, precision, sensitivity and f1-score values are 94.295%, 92%, 99% and 96% respectively with the inclusion of LASSO. Furthermore, a comparison with recent studies is shown to prove the significance of the proposed system.
A secure and energy saving protocol for wireless sensor networksjournalBEEI
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Plant leaf identification system using convolutional neural networkjournalBEEI
This paper proposes a leaf identification system using convolutional neural network (CNN). This proposed system can identify five types of local Malaysia leaf which were acacia, papaya, cherry, mango and rambutan. By using CNN from deep learning, the network is trained from the database that acquired from leaf images captured by mobile phone for image classification. ResNet-50 was the architecture has been used for neural networks image classification and training the network for leaf identification. The recognition of photographs leaves requested several numbers of steps, starting with image pre-processing, feature extraction, plant identification, matching and testing, and finally extracting the results achieved in MATLAB. Testing sets of the system consists of 3 types of images which were white background, and noise added and random background images. Finally, interfaces for the leaf identification system have developed as the end software product using MATLAB app designer. As a result, the accuracy achieved for each training sets on five leaf classes are recorded above 98%, thus recognition process was successfully implemented.
Customized moodle-based learning management system for socially disadvantaged...journalBEEI
This study aims to develop Moodle-based LMS with customized learning content and modified user interface to facilitate pedagogical processes during covid-19 pandemic and investigate how teachers of socially disadvantaged schools perceived usability and technology acceptance. Co-design process was conducted with two activities: 1) need assessment phase using an online survey and interview session with the teachers and 2) the development phase of the LMS. The system was evaluated by 30 teachers from socially disadvantaged schools for relevance to their distance learning activities. We employed computer software usability questionnaire (CSUQ) to measure perceived usability and the technology acceptance model (TAM) with insertion of 3 original variables (i.e., perceived usefulness, perceived ease of use, and intention to use) and 5 external variables (i.e., attitude toward the system, perceived interaction, self-efficacy, user interface design, and course design). The average CSUQ rating exceeded 5.0 of 7 point-scale, indicated that teachers agreed that the information quality, interaction quality, and user interface quality were clear and easy to understand. TAM results concluded that the LMS design was judged to be usable, interactive, and well-developed. Teachers reported an effective user interface that allows effective teaching operations and lead to the system adoption in immediate time.
Understanding the role of individual learner in adaptive and personalized e-l...journalBEEI
Dynamic learning environment has emerged as a powerful platform in a modern e-learning system. The learning situation that constantly changing has forced the learning platform to adapt and personalize its learning resources for students. Evidence suggested that adaptation and personalization of e-learning systems (APLS) can be achieved by utilizing learner modeling, domain modeling, and instructional modeling. In the literature of APLS, questions have been raised about the role of individual characteristics that are relevant for adaptation. With several options, a new problem has been raised where the attributes of students in APLS often overlap and are not related between studies. Therefore, this study proposed a list of learner model attributes in dynamic learning to support adaptation and personalization. The study was conducted by exploring concepts from the literature selected based on the best criteria. Then, we described the results of important concepts in student modeling and provided definitions and examples of data values that researchers have used. Besides, we also discussed the implementation of the selected learner model in providing adaptation in dynamic learning.
Prototype mobile contactless transaction system in traditional markets to sup...journalBEEI
1) Researchers developed a prototype contactless transaction system using QR codes and digital payments to support physical distancing during the COVID-19 pandemic in traditional markets.
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3) Testing showed the system's functions worked properly and users found it easy to use and useful for supporting contactless transactions and digital transformation of traditional markets. However, further development is needed to increase trust in digital payments for users unfamiliar with the technology.
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Implementation of double-layer loaded on octagon microstrip yagi antennajournalBEEI
This document describes the implementation of a double-layer structure on an octagon microstrip yagi antenna (OMYA) to improve its performance at 5.8 GHz. The double-layer consists of two double positive (DPS) substrates placed above the OMYA. Simulation and experimental results show that the double-layer configuration increases the gain of the OMYA by 2.5 dB compared to without the double-layer. The measured bandwidth of the OMYA with double-layer is 14.6%, indicating the double-layer can increase both the gain and bandwidth of the OMYA.
The calculation of the field of an antenna located near the human headjournalBEEI
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Exact secure outage probability performance of uplinkdownlink multiple access...journalBEEI
In this paper, we study uplink-downlink non-orthogonal multiple access (NOMA) systems by considering the secure performance at the physical layer. In the considered system model, the base station acts a relay to allow two users at the left side communicate with two users at the right side. By considering imperfect channel state information (CSI), the secure performance need be studied since an eavesdropper wants to overhear signals processed at the downlink. To provide secure performance metric, we derive exact expressions of secrecy outage probability (SOP) and and evaluating the impacts of main parameters on SOP metric. The important finding is that we can achieve the higher secrecy performance at high signal to noise ratio (SNR). Moreover, the numerical results demonstrate that the SOP tends to a constant at high SNR. Finally, our results show that the power allocation factors, target rates are main factors affecting to the secrecy performance of considered uplink-downlink NOMA systems.
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Transforming data-centric eXtensible markup language into relational database...journalBEEI
eXtensible markup language (XML) appeared internationally as the format for data representation over the web. Yet, most organizations are still utilising relational databases as their database solutions. As such, it is crucial to provide seamless integration via effective transformation between these database infrastructures. In this paper, we propose XML-REG to bridge these two technologies based on node-based and path-based approaches. The node-based approach is good to annotate each positional node uniquely, while the path-based approach provides summarised path information to join the nodes. On top of that, a new range labelling is also proposed to annotate nodes uniquely by ensuring the structural relationships are maintained between nodes. If a new node is to be added to the document, re-labelling is not required as the new label will be assigned to the node via the new proposed labelling scheme. Experimental evaluations indicated that the performance of XML-REG exceeded XMap, XRecursive, XAncestor and Mini-XML concerning storing time, query retrieval time and scalability. This research produces a core framework for XML to relational databases (RDB) mapping, which could be adopted in various industries.
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The document provides an overview of the key performance indicators (KPIs) for 6G wireless networks compared to 5G networks. Some of the major KPIs discussed for 6G include: achieving data rates of up to 1 Tbps and individual user data rates up to 100 Gbps; reducing latency below 10 milliseconds; supporting up to 10 million connected devices per square kilometer; improving spectral efficiency by up to 100 times through technologies like terahertz communications and smart surfaces; and achieving an energy efficiency of 1 pico-joule per bit transmitted through techniques like wireless power transmission and energy harvesting. The document outlines how 6G aims to integrate terrestrial, aerial and maritime communications into a single network to provide ubiquitous connectivity with higher
Noise resistance territorial intensity-based optical flow using inverse confi...journalBEEI
This paper presents the use of the inverse confidential technique on bilateral function with the territorial intensity-based optical flow to prove the effectiveness in noise resistance environment. In general, the image’s motion vector is coded by the technique called optical flow where the sequences of the image are used to determine the motion vector. But, the accuracy rate of the motion vector is reduced when the source of image sequences is interfered by noises. This work proved that the inverse confidential technique on bilateral function can increase the percentage of accuracy in the motion vector determination by the territorial intensity-based optical flow under the noisy environment. We performed the testing with several kinds of non-Gaussian noises at several patterns of standard image sequences by analyzing the result of the motion vector in a form of the error vector magnitude (EVM) and compared it with several noise resistance techniques in territorial intensity-based optical flow method.
Modeling climate phenomenon with software grids analysis and display system i...journalBEEI
This study aims to model climate change based on rainfall, air temperature, pressure, humidity and wind with grADS software and create a global warming module. This research uses 3D model, define, design, and develop. The results of the modeling of the five climate elements consist of the annual average temperature in Indonesia in 2009-2015 which is between 29oC to 30.1oC, the horizontal distribution of the annual average pressure in Indonesia in 2009-2018 is between 800 mBar to 1000 mBar, the horizontal distribution the average annual humidity in Indonesia in 2009 and 2011 ranged between 27-57, in 2012-2015, 2017 and 2018 it ranged between 30-60, during the East Monsoon, the wind circulation moved from northern Indonesia to the southern region Indonesia. During the west monsoon, the wind circulation moves from the southern part of Indonesia to the northern part of Indonesia. The global warming module for SMA/MA produced is feasible to use, this is in accordance with the value given by the validate of 69 which is in the appropriate category and the response of teachers and students through a 91% questionnaire.
An approach of re-organizing input dataset to enhance the quality of emotion ...journalBEEI
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Evaluation of positive emotion in children mobile learning application
1. Bulletin of Electrical Engineering and Informatics
Vol. 9, No. 2, April 2020, pp. 818~826
ISSN: 2302-9285, DOI: 10.11591/eei.v9i2.2073 818
Journal homepage: http://beei.org
Evaluation of positive emotion in children mobile
learning application
Magrizef Gasah1, Aslina Baharum2, Nurul Hidayah Mat Zain3, Suhaida Halamy4, Rozita Hanapi5,
Noorsidi Aizuddin Mat Noor6
1,2
Faculty of Computing and Informatics, Universiti Malaysia Sabah, Malaysia
3
Faculty of Computer and Mathematical Sciences, Universiti Teknologi MARA (UiTM) Melaka, Malaysia
4,5
Faculty of Business Management, Universiti Teknologi MARA, Malaysia
6
Faculty of Built Environment and Surveying, Universiti Teknologi Malaysia, Malaysia
Article Info ABSTRACT
Article history:
Received Oct 31, 2019
Revised Dec 28, 2019
Accepted Feb 7, 2020
This paper presents the evaluation of positive emotion in children's mobile
learning applications. The mobile learning application is a teaching aid that
can help students to self-study and increase the students’ interest in learning
especially children. This paper will discuss how mobile learning application
affects the children interest in school. The evaluation method implemented
to evaluate the rate of positive emotion elicited by the children using mobile
learning applications was a mixed method of qualitative and quantitative
methods. Since emotion can be either negative or positive, the identification
of a proper method or perspective was required to prove that positive
emotion was really elicited. Next, the data was collected through
the children’s assessment score, Electroencephalograms (EEG) device,
Emotion identification using micro-expression (facial expression), Kort Scale
and interview to confirm the positive emotion felt by the students. The result
shows that all five perspectives or methods have shown that positive emotion
is produced. It is found that the Mobile learning application can really trigger
the children’s positiveemotions.
Keywords:
Children
Methodology
Mobile learning application
Positive emotion
This is an open access article under the CC BY-SA license.
Corresponding Author:
Aslina Baharum,
Faculty of Computing and Informatics, Universiti Malaysia Sabah,
88400 Kota Kinabalu, Sabah, Malaysia.
Email: aslina@ums.edu.my
1. INTRODUCTION
In study on human behaviour it has been suggested that creating positive associations in learning
was more effective than the negative ones [1]. The positive emotion felt by the students are beneficial
in encountering student’s academic challenges. Moreover, the positive emotion can be implemented
in mobile learning application to spark the emotional engagement among students [2]. Besides, there is
a clear consensus in the psychological and educational fields that a variety of positive emotions play critical
roles in fostering learning and mental growth in children [3-4]. Mobile technologies have become an integral
part of people's daily life that showed a significant progress in its development within recent years [5].
Nowadays, the m-learning (Mobile Learning) has become the attention and focus of several scientists
and work on its development and distribution fromall over the world [6-8]. The mobile learning termdenotes
the use of mobile applications installed on a mobile device (tablet or smartphone) that used in the education
process at school [9-10]. The implementation of this mobile learning is not a simple process when it is
for young age students and children’s learning. Textbook’s author, children (students), parents and teachers
2. Bulletin of Electr Eng & Inf ISSN: 2302-9285
Evaluation of positive emotion in children mobile learning application (MagrizefGasah)
819
play an important role in the formation of the children character, interests and social behaviour through
learnings’ process [11]. Therefore, by applying the M-learning in children education, it’s shown a significant
contribution for children to build their character, behaviour and interest in learning. This could be done
by developing an e-learning application that could run on an Android device platform.
According to Desmet (2007), it was possible to design products that target specific types
of emotions by measuring emotional responses [12]. The products that excite user will be more successful
than those that do not has been supported by consumers and researchers [13]. According to Ashby & Johnson
(2013), exploration of other senses or emotional connection, associations and experience were important for
the product to compete [14]. The link between attachment and emotional design was important for the user to
use the product [15]. During the development of the product, the contrasting and categorization of emotions
describes how the emotions are correlated to each other. According to Barrett (2006), humans experience
emotion through evidence that influence action, thoughts and behaviour.
The research also suggested that emotion can be categorized into various affect related to the human
current situation [16]. Next, the emotions can be categorized by identifying the most basic level of human
emotion [17]. This was then supported by Robinson (2008), that identifying the basic emotion and its
definition was required to the classification of emotion into positive and negative emotion [18]. This method
was already used in researches such as [19-20]. Unfortunately, classifying the emotions into positive
and negative emotion was not easy if the basic level of human emotion was not identified. Therefore, before
the emotion can be evaluated, researcher need to understand what kind of emotion that can be considered
positive and negative.
Students that prone to positive emotions may experience high levels of achievement partly because
such emotions are associated with high-quality peer and teacher relationships [21]. By adapting the positive
emotion in learning, this process may improve student learning, achievement, and self-efficacy [22].
This prove that the positive emotion is directly proportional to the student achievement score. Other than that,
micro-expressions (facial expression) contain a significant and effective amount of information regarding
the true emotions which useful in practical applications such as security and interrogations [23]. This
micro-expression (facial expression) was used to identify the children true emotion whether positive
or negative emotion. The basic set of emotions is largely discussed but is not defined completely. (Kort et al.,
2002) constructed a scale of emotions related to learning ranging from negative to positive states (from -1
to +1) that was used in this research to scale the emotion felt by the children [24]. In addition,
Electroencephalograms (EEG) record the electric activity of a human's brain through electrodes that are
attached to the scalp. According to (Ramirez, 2012) this device could detect and classify the emotion signal
from brain wave with high accuracy [25]. Now, there are plenty of EEG device already available in market
to detect the human emotion.
Therefore, the evaluation of positive emotion in children mobile learning application help
researchers to understand whether there are positives emotion triggered while the children using
the application or not. The method used to evaluate such uncertainty was mix method of qualitative
and quantitative method. The result of the evaluation helps the researchers and teachers to distinguish
a successfullearning application that can be used among the children.
2. RESEARCH METHOD
A mobile learning application (Sains Awal PraSekolah) that already been developed was used in this
research and an appropriate questionnaire was created. The mobile learning application was evaluated using
three (5) different method that can express the participant’s real positive emotion after the participant used
the application. In order to achieve that all aspects need to be considered like the effectiveness of the mobile
learning application in giving the participant’s information such as the participant’s assessment score,
the participant facial expression and their emotions. Moreover, the evaluation continued using
electroencephalogram (EEG) device, evaluation using universal facial expression and evaluation using Kort’s
Scale and interview on participant emotion after using the mobile learning application. After the data have
been collected it then being analyzed. The data collection flow of this study was as follow see Figure 1.
Figure 1 show the research method on how the evaluation of the positive emotion have been
conducted. Firstly, a Mobile learning application must be selected that act as an object that being tested
whether it can produce a positive or negative emotion to the participant. Next, a questionnaire prepared that
according to the evaluation test in the data collection. Finally, the data that have been collected are analyzed
according to its frequency and mean. The result of the data analysis shown in the next section.
3. ISSN: 2302-9285
Bulletin of Electr Eng & Inf, Vol. 9, No. 2, April 2020 : 818 – 826
820
Figure 1. Methodology ofthe positive emotion evaluation
3. RESULTS AND ANALYSIS
The evaluation of the mobile learning application was conducted in three different locations based
on its sociology and economy. This to confirm whether that the mobile learning application could be used
in a different level of technology exposure or not. The evaluation was conducted at a different location
in Sabah that includes rural school (Tadika Advent Goshen Kota Marudu), suburban school (Pacos Trus
Penampang) and urban school (Pusat Minda Lestari UMS Kota Kinabalu). There is a total of 104 participants
that involve in the evaluation that consists of98 children Table 1 and six teachers Table 2.
Table 1. The demography of data collected for children
Question Range
Frequency
Percentage
Rural Suburban Urban Total
Gender
Male 25 12 15 52 53.1
Female 22 10 14 46 46.9
Total 47 22 29 98 100
Table 2. The demography of data collected for teacher
Question Range
Frequency
Percentage
Rural Suburban Urban Total
Gender
Female 2 2 2 6 100
Total 2 2 2 6 100
3.1. Assessmentscore
The assessment score is the quiz mark answered by the children in the e-learning application.
The quiz aim is to test the children understanding the topic taught and the score is in percentage value.
Three of the highest score in the quiz is recorded according to location and gender as shown in Table 3,
Table 4 and Table 5.
Table 3. Mean score of assessment for children at “Tadika Advent Goshen”
Participants Questions N Minimum Maximum Mean Std. Deviation
Rural Children
Mark 1 (%) 47 25.00 100.00 93.94 14.07
Mark 2 (%) 47 50.00 100.00 93.79 13.04
Mark 3 (%) 47 75.00 100.00 97.36 7.07
Total Mean 50.00 100.00 95.03 11.39
The mean scores of assessments for rural children are presented in Table 3. The result showed that
the mark of three questions was recorded in percentage. This to ensure that the data collected was accurate
4. Bulletin of Electr Eng & Inf ISSN: 2302-9285
Evaluation of positive emotion in children mobile learning application (MagrizefGasah)
821
since it’s involving the children assessment score. The average minimum mark scored for all the question
was 50.0% and the highest was 100.0%. This indicated that there were still a few children that do not perform
well even though using the mobile application because the minimum mark scored was as low as 25.0%.
In addition, the total average mean scored by the rural children was 95.0% with the standard deviation
of 11.39. This shown that, most of the children still can perform well with such standard deviation.
The mean scores of assessments for suburban children are shown as Table 4. The result showed that
the average minimum mark scored for all the question was 60.0% and the highest was 100.0%. This indicated
that the children level of understanding was moderate and some of them can perform well using the mobile
application. In addition, the total average mean scored by the suburban children was 95.4% with the standard
deviation of 11.54. This result shown that, the suburban children can perform almost the same with the rural
children despite the children level of technology exposure.
Table 4. Mean score of assessment for children at “Pacos Trust”
Participants Questions N Minimum Maximum Mean Std. Deviation
Suburban
Children
Mark 1 (%) 22 50.00 100.00 95.91 11.82
Mark 2 (%) 22 80.00 100.00 96.50 7.62
Mark 3 (%) 22 50.00 100.00 93.77 15.17
Total Mean 60.00 100.00 95.39 11.54
The mean scores of assessments for urban area children are presented in Table 5. The results
showed that the average minimum mark scored for all the question was 71.7% and the highest was 100.0%.
This indicated that the children level of understanding was almost excellent and can perform well using
the mobile application. In addition, the total average mean scored by the urban children was 97.2% with
the standard deviation of 7.48. This result shown that, the urban children can perform very well using
the application. This prove that the children familiarity with the current technology enable the children
to perform very well with the assessment score evaluation. The assessment score shows that the average
of children can score 95.0% in rural area, 95.4% for the suburban area and 97.2% in urban area. This shows
that the urban children can score more than the children in rural and in suburban area. Moreover, the average
of those 3 areas can score about 95.9% with 10.14 standard deviations. This proves that the children can
understand the learning materials given and can perform well with the quiz. This also prove that the mobile
application can produce a positive experience to children almost 95.0%.
Table 5. Mean score of assessment for children at “PML UMS”
Participants Questions N Minimum Maximum Mean Std. Deviation
Urban Children
Mark 1 (%) 29 75.00 100.00 95.28 9.53
Mark 2 (%) 29 60.00 100.00 97.07 9.21
Mark 3 (%) 29 80.00 100.00 99.31 3.71
Total Mean 71.67 100.00 97.22 7.48
3.2. Electroencephalograms device
The Electroencephalogram (EEG) device capable of recording the brain activity in real time
and shows the learning effectiveness. According to [26], the positive emotion felt by the student is directly
proportional to the level of learning effectiveness. Therefore, the EEG device could be used as an evaluation
method to identify the level of positive emotion felt by the children. According to Gasah (2018), children
focus, and attention are only between three to five minutes [27]. Since the average of children attention only
between three to five minutes, the data between that period only, will be considered for evaluation because
children were in their full attention during that period. Table 6, Table 7 and Table 8 shows the result
of the EEG. The percentage value represents the positive and negative emotion felt by the children less than
fifty per cent (<50%) means negative emotion and more than fifty per cent (>50%) means positive emotion.
Table 6 shows the EEG device score for rural children. The score of the EEG device for less than
3 minutes indicate that almost 51.5% of effectiveness in children from 7 children only. The mean increases
to 53.2% when the period was less than 5 minutes taken from 25 children. This result contradicts
from the expected result because the effectiveness of learning should be decreased when the time increases.
Table 7 shows the EEG device score for suburban children. The score of the EEG device for less
than 3 minutes indicate that almost 82.2% of effectiveness in children from seven children. This then shows
a significantly decreasing to 74.4% when the period is less than 5 minutes were taken from 10 children.
This result followed the prediction of the result in phase one where the effectiveness in learning will be
5. ISSN: 2302-9285
Bulletin of Electr Eng & Inf, Vol. 9, No. 2, April 2020 : 818 – 826
822
decreasing to time. Even though, the level of high level of effectiveness that reaches more than 82.0% show
that the mobile learning application in this area could build a positive emotion to children.
Table 6. EEG device score at “Tadika Advent Goshen”
Rural Kids (Kota Marudu)
Minute N Minimum Maximum Mean Std. Deviation
<3 Mins Time (mm:ss) 7 1:38 2:55 2:22 0.02
Percentage (%) 7 24.2 67.2 51.357 16.52
Valid N (listwise) 7
<5 Mins Time (mm:ss) 25 1:38 4:47 3:24 0.03
Percentage (%) 25 24.2 95 53.208 19.68
Valid N (listwise) 25
Table 7. EEG device score at “Pacos Trust”
Suburban Kids (Penampang)
Minute N Minimum Maximum Mean Std. Deviation
<3 Mins Time (mm:ss) 7 0:36 2:51 1:53 0.04
Percentage (%) 7 68.3 100 82.186 11.18
Valid N (listwise) 7
<5 Mins Time (mm:ss) 10 0:36 4:35 2:35 0.06
Percentage (%) 10 39.8 100 74.41 18.13
Valid N (listwise) 10
Table 8 shows the EEG device score for suburban children. The score of the EEG device for less
than 3 minutes indicate that almost 78.7% of effectiveness in children were taken from three children only.
This then shows a significantly decreasing to 61.752% when the period is less than 5 minutes were taken
from 21 children. This result followed the prediction of the result in phase one where the effectiveness
in learning will be decreasing to time. Even though, the level of high level of effectiveness that reaches more
than 78.0% show that the mobile learning application in this area could build a positive emotion to children.
The EEG device score shows that the average percentage of children having positive emotion in less than
three-minute study for rural children (51.4%), suburban children (82.2%) and urban children (78.7%).
This show that the e-learning application is more effective in creating a positive emotion in suburban children
compared to urban children and rural children. Next, the study duration that more than three minute and less
than five minutes show an increment for rural children (53.2%) and decrement to suburban children (74.4%)
and urban children (61.8%) respectively. This proves the findings in phase 1 that the children learning
efficiency will decrease within time because of two out of three schools shown the effectiveness decrement.
Finally, the average of the 3 areas could EEG score for less than three minutes is 70.7% with standard
deviation of 13.087 and less than five minute is 63.1% with standard deviation of 19.444. The result of
the EEG score also shown that the application could create more positive emotion than the negative emotion.
Table 8. EEG device score at “ PML UMS”
Urban Kids (Kota Kinabalu)
Minute N Minimum Maximum Mean Std. Deviation
<3 Mins Time (mm:ss) 3 2:06 2:59 2:27 0.02
Percentage (%) 3 71.4 92 78.667 11.56
Valid N (listwise) 3
<5 Mins Time (mm:ss) 21 2:06 4:56 3:59 0.03
Percentage (%) 21 29.9 94 61.752 20.52
Valid N (listwise) 21
3.3. Micro-expression
The facial expression is also known as the micro expression. According to Ekman (2004) it is
difficult to fake a micro expression because it is an involuntary facial expression that appears on a person’s
face according to the emotions being experienced [28]. There is consist of 7 universal micro-expression:
sadness, anger, fear, disgust, contempt, surprise and happy. Therefore, by identifying the facial expression
of the children, their emotion could be identified. Figure 2, Figure 3 and Figure 4 show the result of the facial
expression and its emotion. The result sorted based on gender and the presence of a facial expression that
shows emotion. Figure 2 shows the facial expression result of rural children. The result of the micro-
6. Bulletin of Electr Eng & Inf ISSN: 2302-9285
Evaluation of positive emotion in children mobile learning application (MagrizefGasah)
823
expression (facial expression) graph indicated that most of the rural children leading towards happiness
(19 children) and surprise (18 children). This facial expression proved that the children produce more
positive emotion in facial expression compared to negative emotion.
Figure 3 shows the facial expression result of suburban children. The result of the micro-expression
(facial expression) graph indicated that most of the suburban children was happy (13 children) and surprise
(11 children). This proves that the suburban children were mostly happy and surprise that indicated positive
emotion when using the mobile application.
Figure 2. The facial expression result of rural children Figure 3. The facial expression result of suburban
children
Figure 4 shows the facial expression result of urban children. The result of the micro-expression
(facial expression) graph indicated that most of the urban children leading towards happiness (14 children)
and surprise (12 children). This facial expression proved that the urban children produce more positive
emotion in facial expression compared to negative emotion. The graph for all of the area shows
a significantly high frequency towards the positive emotion (Happiness and Surprise) for all of the children
compared to the negative emotion (Sadness, Anger, Disgust, Fear, and Contempt). The result from the micro -
expression (facial expression) shows that 72.9% of the participant show positive emotion feedback when
using the mobile application and only 27.1% of the participants show negative emotion feedback.
This proves that the mobile application can give positive emotion to participants almost 73.0%.
Figure 4. The facial expression results urban children
3.4. Kort scale
The Kort scale evaluation aims to identify the user experience whether the participant like it or not.
The scale range is from (+2, +1, 0 , -1, -2) where +2 means very likely, and -2 not likely. The evaluation
includes the content, educational, appearances and organization of the e-learning application. Figure 5 shows
7. ISSN: 2302-9285
Bulletin of Electr Eng & Inf, Vol. 9, No. 2, April 2020 : 818 – 826
824
the result from the Kort scale rating where most of the participants rate +2 for content, educational,
appearances and organization of the mobile application whereby having the percentage of 66.4%, 70.2%,
80.8% and 71.2% respectively.
Figure 5. Graph of percentage and user experience according to kort scale rating
3.5. Interview
The expected outcomes in this research before its evaluation is to have user or children feel positive
emotion toward learning and school. This positive emotion will give the children positive experience
in learning that could increase the interest to go to school among children. The evaluation of the mobile
learning application was executed using 4 method where it is highly reliable and have been used by a lot
of researchers. Table 9 shows that the result of all of the evaluation method shown that the mobile learning
application could create a positive experience to user that leads to the production of positive emotion more
than 70.0% and prove that the mobile learning application was successful in creating the children interest
in learning. Other than that, in order to confirm whether the e-learning application really could solve
the problem in this research, which is to make the children interested in school, three extra interview question
was asked to the participants.
Table 9. Summary of the mobile learning application evaluation result
Type of
Evaluation
Result
Negative Emotion PositiveEmotion (%)
EEGDevice 29 71
Kort Scale 28 72
Assessment score 5 95
Facial Expression 27 73
Table 10 show that the result of the three interviews. The result from the interview shows that
90.4% of the participants feel positive after using the application. Next, 97.1% of the participants like to go
to school when the application is implemented in their school. Lastly, 80.4% of the participants would like
to recommend the application to their friends.
Table 10. Result of interview question based on their experience
InterviewQuestion Response N Percentage
Interview1
(Feel a positive emotionafter use theapplication)
Yes 94 90.38
No 10 9.62
Interview2:
(Interestedin school afteruse the application)
Yes 101 97.12
No 3 2.88
Interview3
(Recommend the applicationtofriends)
Yes 93 89.42
No 11 10.58
8. Bulletin of Electr Eng & Inf ISSN: 2302-9285
Evaluation of positive emotion in children mobile learning application (MagrizefGasah)
825
Thus, all of the evaluation and interview show a positive result where it verifies the reliability
of the research method created. This proves that the approaches used in the research method is capable
in creating a positive emotion through mobile learning application to the user. By applying the research
method and implement it in the development of mobile learning application in the future, it is possible to put
make children more interested to schoolfor learning.
4. CONCLUSION
The result of the evaluation of the positive emotion in children Mobile Learning Application
from five method used prove that the mobile learning application (sains awal prasekolah) can trigger
the positive emotion and positive experience in learning. The result of the evaluation were assessment score
(95.7% with 9.545 standard deviations), EEG device (less than three minute is 70.7% with standard deviation
of 13.087), facial expression (positive emotion to participants almost 73.0%), Kort scale (+2 for content,
educational, appearances and organization with a total average of 72%) and interview (90.4% of
the participants feel positive after using the application). Therefore, the Sains Awal PraSekolah mobile
learning can be considered as the successful in projecting the positive emotion to children since all the result
was above 70% for all of its evaluation. Meanwhile, this also proven that the method of the positive emotion
was reliable and can be conducted with such significant result.
ACKNOWLEDGEMENTS
Researchers are thankful to Universiti Malaysia Sabah (UMS) for the support of the resources
and necessary facilities for the preparation of the research. This study is currently funded by a UMSGreat
Grant from Universiti Malaysia Sabah (GUG0299-2/2018).
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