In the effort to upgrade pupils' vocabulary learning experience, the potential of interactive educational games is increasingly explored as supplementary teaching and learning materials. While the eagerness to integrate mobile technology into English language education is noticeable, there is a lack of evidence on Malaysian English as Second Language (ESL) learners' views of the feasibility of online games in vocabulary learning. This study aims to determine the degree of improvement in pupils' vocabulary performance. The quantitative data was analysed using descriptive and dependent t-test analysis. The cross-sectional survey was adapted from the ACRS-V model. The questionnaire was distributed to Year 5 pupils from a national primary school in Negeri Sembilan who are using the syllabus of The English Language Curriculum for Primary Schools (KSSR). The findings show a moderate level of Satisfaction, Attention, Relevance, Confidence and Volition. In addition, a paired sample t-test indicates a significant improvement in the pupils’ vocabulary scores after using WordWall (WOW) as a vocabulary learning supplementary material. The effect size demonstrated is also larger regarding its effects in behavioural sciences. This study provides important insights as a guide for primary school English teachers in integrating online games as a learning tool for English language learning, especially in developing pupils’ English vocabulary repertoire.
This study aims to design and develop an interactive software for teaching and learning physics about motion and vectors analysis. This study also assesses its effectiveness in classroom and assesses the learning motivation of SMA Pekanbaru's students. The software is developed using ADDIE Model design and Life Cycle Model and built using the program Delphi Seventh version by considering design, technical, pedagogical, and the content of its learning material. The research was conducted through quasi-experiment upon XI grade students of SMA Pekanbaru. The evaluation of the software was done by the experts of design, pedagogic, technical, and learning material. After the evaluation, this software was also evaluated by expert users consisting of 31 experienced physics teachers from senior high schools in Pekanbaru. The population consisted of six classes XI grade students of SMA Pekanbaru, where two of them are randomly selected. One of the two classes, then, was determined as experimental group while the other as control group. The experimental group consisted of 38 students, with 19 boys and 19 girls whereas the control group consisted of 37 students with 17 boys and 19 girls. The sampling was based on homogeneity and normality test. The finding shows that the reliability based on Cronbach Alpha is α=0.740. Learning physics using interactive software "Motion and Vector Analysis" has affected students' conceptual understanding by 81.16 compared to students learning using traditional method, which was only 35.86. Through t-test, it was found that students' conceptual understanding was different from value t= -22.725, p= 0.00 with α= 0.05. Students' motivation to learn in the post-test was better for students who learn using the software than those who learned using traditional method. Finding based on gender found that the conceptual understanding of male students and female students were similar. Learning motivation for both male and female students has also increased. Therefore, learning physics with "Motion and Vectors Analysis" topics using interactive software is more effective than learning using traditional method.
The main goal of the nationhood education is to instill the sense of loyalty and passion into the nation. In a Malaysian context, several academic subjects at higher education such as Malaysian Studies, Ethnic Relations and National Language have been implemented in order to achieve the goal. Malaysian Study is one of the compulsory courses offered by all private universities in Malaysia that is intended to educate students with national values, patriotism and belongingness to the country. However, past empirical evidence show that many students have a lack of interest to learn such subject. Therefore, the current study investigated contributing factors to students’ academic achievement and also examined students’ attitudes towards that subject. Using quantitative approach, the current study categorized four main factors namely the suitability and interest in syllabus, being active in class, early preparation and revision, types of enjoyable activities, interest in teaching aids and good class attendance. Using questionnaires and SPSS software as the main tools in this study, the mean score, frequency and percentage were obtained. It is concluded statistically from this study that students’ perception of their lecturers play a significant role in determining their learning outcomes in Malaysian Studies, while the lecturers are of the opinion that learning environment is a factor which contributes significantly to the students’ achievement in this subject. The current study suggests that the teachers build upon excellent rapport with students and create an attractive and enjoyable environment to get the students to dynamically involve in the classroom activities and learn the Malaysian Studies enthusiastically and efficiently
Information and communication technologies (ICT), primarily computers and telecommunication networks, can be utilised as a means to cultivate thinking skills among students. Computer applications have been adapted or developed not only to facilitate critical thinking but also to help students to become reflective thinkers. In the Computer in Education (CIE) course, undergraduate students from the Faculty of Education, Universiti Kebangsaan Malaysia, were exposed to collaborative learning through sharing activities in an e-forum via the Weebly application. This study was conducted to investigate the factors that contributed to their participation in the e-forum, as well as the hindrances. This study involved 113 first year students who took the course. Data were generated using open-ended questions posed in one of the forum topics. The data were then analysed descriptively using thematic analysis. The overall findings indicate a numbers of contributing factors leading to students' participation in the e-forum. Among these factors incentives are given, such as bonus marks for those who showed the highest level of engagement in the e-forum discussions. In addition, students were driven by their own individual needs, i.e. to access new ideas, expand their knowledge and share experiences. This paper also discusses factors that hindered students' level of participation in the e-forum.
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