E-Learning is the use of electronic educational technology in learning and teaching, where there is no face-to-face interaction as advanced online learning is held in virtual learning atmospheres. Learning Information Communication Technology (ICT) is crucial in the Hearing-Impaired Education Development as the visual display plays an important role in helping hearingimpaired learners understand a task. The objective of this research is to implement and evaluate the ICT education courses constructed from the E-Learning Portal developed based on their knowledge and attitude in using the Web-Portal. To achive the aim of the study, the research locations were chosen from 3 schools performing the Hearing-Impaired Education Program in Malaysia. By doing so, 72 Hearing-Impaired Students were chosen from Form 4 and Form 5 of the Secondary Level as the research sample. In the evaluation phase, questionnaires for the teachers, the students and the expert evaluators are the research instrument of this research. The Computer Graphics course, among all the ICT courses, has the majority selected by the Hearing-Impaired Individuals, mostly for reasons as intensifies deaf-creativity. The analysis conducted through this research shows a positive feedback on the part of the teachers and Hearing-Impaired Students towards the interest, skills and the knowledge in learning computer courses. In terms of the E-Learning Portal E-HearMe, the teachers and the students were really satisfied with the existence of this medium.
Penyelidikan ini dijalankan untuk mengkaji penggunaan bahan multimedia interaktif 3D animasi (‘Scratch’) dalam kaedah pembelajaran teradun terhadap minat dan pencapaian murid Tahun 5 bagi mata pelajaran Sains. Kajian ini dijalankan untuk mengatasi masalah pencapaian murid yang rendah disebabkan kaedah pengajaran tanpa menggunakan bahan multimedia dan berpusatkan guru. Kajian ini dijalankan di daerah Seberang Perai Selatan. Populasi penyelidikan ini dipilih daripada sekolah jenis kebangsaan Tamil di Seberang Perai Selatan. Seramai 60 murid daripada dua buah sekolah jenis kebangsaan Tamil telah dipilih sebagai sampel kajian ini. Data dikumpulkan melalui ujian pra dan ujian pasca, temu bual dan soal selidik. Penyelidik menggunakan Statistical Packages for Social Science (SPSS) Versi 22.0 untuk menganalisis data yang diperolehi. Data dianalisis dengan menggunakan analisis deskriptif min, sisihan piawai dan peratus kekerapan. Analisis korelasi pearson juga digunakan untuk menguji hubungan antara penggunaan, pencapaian dan minat murid terhadap bahan multimedia 3D yang digunakan. Hasil analisis data mendapati bahawa skor min 3.67 hingga 5.00 menunjukan penggunaan bahan multimedia interaktif berada dalam tahap tinggi dalam kalangan responden yang diuji. Melalui perbandingan ujian pra dan pasca dapat dianalisis bahawa 23.4 % kelulusan murid meningkat setelah menggunakan aplikasi ‘Scratch’ dalam matapelajaran sains. Soal selidik dengan skor min 3.67 hingga 5.00 yang tinggi ini menunjukan minat murid terhadap penggunaan bahan multimedia interaktif 3D animasi berada dalam tahap yang tinggi. Nilai korelasi adalah 1.00 iaitu nilai skor yang sempurna bermaksud mempunyai hubungan antara penggunaan bahan multimedia interaktif 3D animasi dan minat dalam mata pelajaran Sains murid Tahun 5. Data analisis Korelasi Pearson menunjukan hubungan yang sangat lemah antara minat dan pencapaian murid dalam mata pelajaran sains. Ini bermaksud, minat tidak mempengaruhi pencapaian murid sepenuhnya. Pencapaian murid juga bergantung kepada faktor-faktor yang lain. Keseluruhannya, dapatan kajian ini menunjukkan bahawa penggunaan multimedia interaktif 3D animasi ‘Scratch’ dalam mata pelajaran sains dapat memberi kesan yang positif dari segi penggunaannya.
Penggunaan aplikasi mobile multimedia dalam pendidikan kini mendapat perhatian semua pihak dan menghasilkan interaksi hubungan murid dan guru. Penggunaan aplikasi mudah alih dalam pengajaran dan pembelajaran dipercayai dapat menyelesaikan banyak masalah yang melibatkan matematik dan mengubah persepsi murid terhadap pemahaman algebra pecahan yang dianggap rumit dan membosankan. Kesukaran ini lebih terkesan kepada murid yang mempunyai masalah pembelajaran berbanding dengan murid biasa. Rasional kajian untuk meneroka penggunaan aplikasi mobile multimedia interaktif berasaskan permainan (P-PKSSMPK) sebagai alat bantu pengajaran untuk meningkatkan kemahiran pemikiran algebra pecahan dan pencapaian murid masalah pembelajaran dalam topik pecahan. Aplikasi mobile P-KSSMPK digunakan sebagai bahan bantu pengajaran bagi memudahkan murid memahami kemahiran pembelajaran pecahan. Penyelidikan ini melibatkan penguasaan kemahiran pemikiran algebra pecahan dan pemahaman dalam pengajaran dan pembelajaran topik pecahan bagi murid masalah pembelajaran. Objektif kajian yang pertama ialah merekabentuk dan membangunkan aplikasi mobile multimedia interaktif dengan menggunakan model Prototaip Pantas (menilai, menentukan objektif, mereka bentuk dan membangunkan prototaip, pelaksanaan prototaip, penilaian dan pemurnian). Objektif kajian kedua pula, mengkaji kesan aplikasi mobile P-KSSMPK melalui sembilan adengan pengajaran dalam membantu meningkatkan pemahaman dan penguasaan kemahiran pemikiran algebra pecahan bagi murid masalah pembelajaran. Reka bentuk kuasi-eksperimen digunakan ke atas kumpulan kawalan dan kumpulan rawatan di mana setiap responden diberi ujian pra, rawatan, dan ujian pasca. Kajian ini melibatkan 152 orang murid masalah pembelajaran dari sepuluh sekolah berbeza di daerah kinta utara di Perak. Dapatan kajian akhir mendapati bahawa pembelajaran menerusi aplikasi mobile P-KSSMPK berjaya mempertingkatkan tahap penguasaan kemahiran dan pemahaman pecahan. Min keputusan pencapaian ujian pra adalah 44.59 (sisihan piawai: 4.233) bagi kumpulan rawatan manakala min purata bagi ujian pasca meningkat sebanyak 65.88 (sisihan piawai: 21.520) bagi kumpulan rawatan. Justeru, kajian terhadap pembelajaran topik pecahan perlu diteruskan dengan melibatkan sampel kajian yang lebih besar supaya penglibatan murid dalam aktiviti pembelajaran pecahan dapat dipertingkatkan.
In the advent of the rapid technological advancement of The Fourth Industrial Revolution (4IR), computational thinking is recognised as an essential skill in the 21st century across all disciplines, especially in STEM, as it trains students to have the cognitive flexibility to deal with complex problem-solving. Computational thinking (CT) is naturally embedded in STEM practices in the reflection of creativity, algorithmic thinking, critical thinking, problem solving and cooperation skills. This study aimed to measure the level of computational thinking in science matriculation students and examine the effect of gender and academic achievement in STEM on CT. The convenient sampling strategy was used to identify one matriculation college in the northern region of Malaysia to participate in the study. (CTS) instrument was employed on 153 science students. Descriptive analysis was used to evaluate the level of CT. One-way multivariate analysis of variance (MANOVA) was performed to analyse the main effect of academic achievement in STEM on CT, followed by univariate analysis of variance (ANOVA) to determine the effect on each of the dimensions of CT. The result indicates that students have a medium high level of CT with an overall mean of 3.51. In addition, the findings showed that there was a statistically significant effect of academic achievement in STEM on CT. The mean score for academic achievement revealed that good students scored the highest, followed by average students and weak students in all dimensions of CT except for cooperation. This study will provide insight into the impact of STEM learning outcomes on the development of CT to inform instructional design.
In the advent of the rapid technological advancement of The Fourth Industrial Revolution (4IR), computational thinking is recognised as an essential skill in the 21st century across all disciplines, especially in STEM, as it trains students to have the cognitive flexibility to deal with complex problem-solving. Computational thinking (CT) is naturally embedded in STEM practices in the reflection of creativity, algorithmic thinking, critical thinking, problem solving and cooperation skills. This study aimed to measure the level of computational thinking in science matriculation students and examine the effect of gender and academic achievement in STEM on CT. The convenient sampling strategy was used to identify one matriculation college in the northern region of Malaysia to participate in the study. (CTS) instrument was employed on 153 science students. Descriptive analysis was used to evaluate the level of CT. One-way multivariate analysis of variance (MANOVA) was performed to analyse the main effect of academic achievement in STEM on CT, followed by univariate analysis of variance (ANOVA) to determine the effect on each of the dimensions of CT. The result indicates that students have a medium high level of CT with an overall mean of 3.51. In addition, the findings showed that there was a statistically significant effect of academic achievement in STEM on CT. The mean score for academic achievement revealed that good students scored the highest, followed by average students and weak students in all dimensions of CT except for cooperation. This study will provide insight into the impact of STEM learning outcomes on the development of CT to inform instructional design.
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