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.
In the last decade, the usage of Augmented Reality (AR) has proliferated especially in the education sector. However, only limited articles have systematically reviewed the research trends in the implementation of AR for learning mathematics. Thus, this paper presents a systematic and comprehensive analysis of the research trend for the period between the year 2015–2019. From a leading indexing Scopus database, this review has identified only 19 journal articles based on the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) framework. These works of literature were analyzed and grouped into eight themes to illustrate the trends of these research focus: AR apps types, AR apps development tools, research contribution cat-egories, benefits of AR for math, learning problems, testing methods, and math subtopics. Moreover, this synthesized review on learning of mathematics through AR could benefit researchers and educators, thereby suggesting avenues for future research.
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.
Mobile apps development has become new trends to promote various services to the user. The development of Sarawak Traditional Food Locator mobile application intended to improve mobile seller socio-economy by provide marketing, advertising and point of sales for the local community. Apart from that it, boost tourism sector in Sarawak which focus on food based product. The mobile apps help to guide tourist to locate and find unique cuisine and trying local food delicacies when travelling to Sarawak.
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.
A new coronavirus, eventually identified as COVID-19, triggered an outbreak in Wuhan, China, at the end of 2019. It has since spread around the world. This has also resulted in an increase in the number of publications pertaining to COVID-19. However, not much research has examined COVID-19 in information systems using bibliometrics. The purpose of this work is to develop a model for visualising COVID-19 research in information systems using bibliometric data. We did a brief survey of the literature in this study, followed by an analysis of related work. We anticipate that our proposed model will aid future researchers who wish to undertake bibliometric visualisations utilising it.
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