In the last decade, online learning has grown rapidly. However, the outbreak of coronavirus (COVID-19) has caused learning institutions to embrace online learning due to the lockdown and campus closure. This paper presents an analysis of students' feedback (n=354) from the Centre of Pre-University Studies (PPPU), Universiti Malaysia Sarawak (UNIMAS), Malaysia, during the transition to fully online learning. Three phases of online surveys were conducted to measure the learners' acceptance of the migration and to identify related problems. The result shows that there is an increased positivity among the students on the vie of teaching and learning in STEM during the pandemic. It is found that online learning would not be a hindrance, but blessing towards academic excellence in the face of calamity like the COVID-19 pandemic. The suggested future research direction will be of interest to educators, academics, and researchers' community.
Mathematics is important in our life and society. However, gamification of mathematics is rare for the topics such as fractions and decimals. This paper presents the development of an educational mathematics game called One Slash One Hundred Percent (1 Slash 100%). It is the hybridization of conventional card game and Quick Response (QR). This research aims to study how the respondents explore the card game to master decimal, fraction and percentage. The testing was conducted among secondary school students in Kuching, Sarawak, Malaysia (n=12; age=14). The respondents were asked to answer a set of questions in pre-test and post-test question. The results were promising where the analysis showed a significant difference between pre (M=14.3, SD=2.103) and post-test scores (M=17.6, SD=2.234). Thus, gamification of mathematics using hybrid card game increases their mastery of decimal, fraction and percentage.
Recent advances in training approaches and technology have identified the need to improve training in the field of occupational safety and health (OSH). While many researchers have examined the use of augmented reality (AR) and technology-based classrooms to enhance conventional training practices, quantitative evidence for their effectiveness and motivational im-pact remains scarce. To contribute to filling this research gap, an AR-based application was developed to enhance OSH training. The enhanced training session was conducted in a closed, safe environment with ten participants with no background in OSH. Pre-test, post-test, and instructional material motivation surveys (IMMS) using a five-point Likert scale were deployed to measure the effectiveness and motivational impact in accordance with the respective ARCS factors. The empirical results obtained show that partici-pants performed significantly better in the post-tests than in the pre-tests (mean = 14.60, s = 1.71, t(9) = –12.11 with p-value < 0.001). The IMMS re-sults show that the perceived motivation arising from the AR-based applica-tion resulted in the highest mean score for the satisfaction factor (4.80) fol-lowed by the relevance (4.65), confidence (4.60), and attention (4.55) fac-tors. The results of the evaluation suggest that the AR-based application boosted participants’ active learning behavior, engagement, and interest dur-ing the enhanced training session and produced a better learning outcome and experience.
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