Classroom assessment is continuously assessment throughout the teaching and learning process and used in totally in every subjects. Assessment is designed to provide the understanding and help school administrators and teachers in performing assessment process in order to obtain the feedback on students learning development and pedagogical effectiveness. However, there been an issue of assessment that faced by teachers which is the lack of training and skills in techniques that effect the level of confidence in implementation of school based assessment. Therefore, this study aims to identify the problems faced by teachers in implementing classroom assessment for one of the Technical and Vocational Education and Training (TVET) subject area which is Design and Technology. Respondents comprised of 26 teachers were randomly selected from 15 secondary schools in Johor. Descriptive studies of qualitative research were selected toget an idea on experiences and the data would be segmented according to the coding scheme using thematic analysis methods. The results showed that the major problem in management of classroom assessment processes faced by teachers were on insufficient resources. Besides, the analysis results also shows that other main difficultiesin conducting the classroom evaluation processis on student performance and in the process of classroom assessmentwere on time management. Whereas, the resources used by teachers to help students in the classroom assessment processemphasizing on the use of digital resources. Thus, it can be concluded that the classroom assessment process implemented by the teacher has not yet achieved the goals set by the Ministry of Education (MOE) and teachers need more resources to implement classroom assessment process in order to achieve the outcome of the learning.
Safety practices of tourism products have been a huge reason to choose from. Lacking of good safety practices might become disadvantages for the tourism industry. This study aims to examine the perception of local tourists on the safety practices applied by the tourism industry. The perception has been examined on the three aspect, (1) safety practices in terms of accommodation; (2) safety practices in terms of accessibility; and (3) enforcement practices by local authorities. A total of 30 respondents consists of local tourists that visited Malacca City were involved. Descriptive analysis of mean and percentage was employed to test the objectives. The results showed that local tourists were concerns of the accommodation quality with mean of 4.03, make sure the vehicles were safe to access with mean of 3.97 and local tourist feel safer with local enforcement with mean of 4.06. Undeniable the safety practices of the tourism industry do give popular concerned among the local tourists.
Kahoot! is a game-based learning platform used to review students’ knowledge, for formative assessment and provides an opportunity not only to assess students' conceptual understanding but also to build new knowledge through further clarification during or after the game. The objective of this study is to assess the acceptability of culinary students in the use of Kahoot! application for mastery the culinary terminology. This study aimed to identify students' acceptance of learning applications, to identify students' acceptance of Kahoot! use in terms of memory as well as students' level of mastering Kahoot! in the learning process. This study is a descriptive study that used a five-point Likert scale questionnaire as an instrument. A total of 48 second year students from the Catering program were used as the study sample. The collected data were analyzed using Statistical Package for Social Science Version 23.0 for Windows (SPSS). The results show that the aspect of students' level of mastering the culinary terminology using Kahoot! application is high with a mean score of 4.55. Whereas the students’ acceptance of Kahoot! as a learning application, was also high with a mean score of 4.44. Finally, the students’ acceptance of the culinary terminology tested using Kahoot! is high with a mean score of 4.45.
Purpose of the study: This study aims to develop learning media in the form of electronic books with the subject matter of Dynamic Electricity for class X SMA semester II that meet the good criteria.
Methodology: This development research uses research and development methods. The development model used in this study is a procedural model, namely a descriptive model that shows the steps that must be followed to produce a product in the form of learning media. Data obtained through interviews and questionnaires. The data analysis technique used is descriptive qualitative analysis.
Main Findings: Based on data analysis in this study, it was concluded that the results of the development of electronic book media obtained very good criteria in terms of material and media aspects.
Novelty/Originality of this study: Making and presenting electronic books as learning media in the form of digital media is done using the Corel Draw X4 and Kvisoft Flipbook Maker Pro 3.6.5 programs and then saving them in the .exe format.
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