bluuebunny/crossref_metadata_2025 huggingface dataset:
MANAJEMEN PEMBELAJARAN BAHASA INGGRIS PADA SMK NEGERI 7 SURABAYA
Authors: Sulistiyani Sulistiyani
Published: November 2024

Penelitian ini bertujuan untuk mengetahui manajemen pembelajaran bahasa Inggris di SMK Negeri 7 Surabaya. Sedangkan sub-fokus penelitian meliputi: (1) apa tujuan pembelajaran bahasa Inggris di kelas unggulan SMK Negeri 7 Surabaya, (2) bagaimana pemilihan materi ajar pembelajaran bahasa Inggris; (3) bagaimana peran guru dalam pembelajaran bahasa Inggris. Penelitian ini dilakukan di tahun ajaran 2024/2025 pada semester gasal. Sumber data yang digunakan guru di kelas unggulan SMK Negeri 7 Surabaya. Hasil penelitian ini menunjukkan manajemen pembelajarn bahasa Inggris di SMK Negeri 7 Surabaya sudah cukup baik, yaitu : (1) tujuan dasar pembelajaran bahasa Inggris di kelas unggulan difokuskan pada penguasaan kompetensi komunikatif baik secara lisan maupun tulisan; (2) pemilihan materi pembelajaran yang digunakan oleh guru-guru di kelas unggulan sangat bervariasi dan sesuai dengan materi yang diberikan; (3) peran guru dalam pembelajaran bahasa Inggris di kelas dengan baik.
PENGARUH MODEL ROLE PLAYING TERHADAP KEMAMPUAN NUMERASI DALAM PEMBELAJARAN MATEMATIKA KELAS 5 SDN 2 PATOKAN
Authors: Tri Q Karinnisa , Febrianto Mory Victor , Eko Yulianto Dodik
Published: November 2024

Penelitian yang berjudul Pengaruh Model Role Playing Terhadap Kemampuan Numerasi Dalam Pembelajaran Matematika Kelas 5 SDN 2 Patokan Situbondo, dilatarbelakangi oleh siswa yang mengalami kesulitan mengerjakan soal berbentuk “angka dan soal cerita” serta kesulitan memahami materi pecahan yang disampaikan oleh guru. Hal ini dapat dilihat dari siswa yang masih belum bisa menerapkan konsep matematika dalam kehidupan sehari-hari dan juga dari hasil nilai yang diperoleh siswa masih rendah.Penelitian bertujuan untuk mengetahui kemampuan numerasi siswa kelas 5 yang menggunakan model pembelajaran konvensional dengan menggunakan model pembelajaran role playing.Metode penelitian yang digunakan dalam skripsi ini menggunakan pendekatan kuantitatif dengan metode penelitian eksperimen semu (quasi eksperimen). Penelitian kuantitatif adalah penelitian yang mementingkan dan menitikberatkan pada hasil penelitian. Dengan demikian, laporan yang dibuat menggunakan angka dan statistik dalam pengumpulan serta analisis data yang dapat diukur. Berdasarkan hasil penelitian dapat disimpulkan bahwa model Role Playing memiliki dampak yang signifikan/berpengaruh terhadap kemampuan numerasi siswa. Rata-rata nilai kemampuan numerasi siswa pada kelas eksperimen mencapai 75,85, sedangkan pada kelas kontrol mencapai 64. Hal ini juga terkonfirmasi melalui hasil uji t-test, di mana nilai thitung pada post-test kedua kelas adalah 10,99 sedangkan ttabel adalah 2,021. Dengan demikian, karena thitung > ttabel, maka hipotesis nol (Ho) ditolak dan hipotesis alternatif (Ha) diterima.
ANALISIS PEMBELAJARAN BERDIFERENSIASI PADA MATA PELAJARAN BAHASA INDONESIA DI KELAS IV SD NEGERI 3 PATOKAN SITUBONDO
Authors: Zam Zami Syifana Qolbun , Rofek Aenor , Bramantha Heldie
Published: November 2024

Tujuan dari penelitian ini adalah untuk mengetahui bagaimana pembelajaran berdiferensiasi diterapkan di Kelas IV SD Negeri 3 Patokan Situbondo. Penelitian kualitatif deskriptif ini dilakukan selama proses pembelajaran. Penelitian ini melibatkan kepala sekolah, guru kelas IV, dan siswa kelas IV yang berjumlah 25 siswa , terdiri dari 14 siswa laki-laki dan 11 siswa perempuan. Penelitian ini dilakukan setiap hari selasa selama empat kali pertemuan, yaitu pada tanggal 7, 14, 21, dan 28 Mei 2024, dari pukul 10.00-12.00 WIB. Data diperoleh melalui observasi, wawancara, dan dokumentasi. Program Kurikulum Merdeka Belajar bertujuan untuk memberikan peserta didik kebebasan dan kemandirian untuk memilih jalur pendidikan yang sesuai dengan minat, bakat, dan kebutuhan mereka. Transformasi ini menunjukkan bahwa kesejahteraan adalah bagian penting dari proses pembelajaran di sekolah. Pembelajaran berdiferensiasi adalah komponen yang ditambahkan ke dalam Kurikulum Merdeka Belajar. Ini memungkinkan guru memenuhi kebutuhan belajar siswa dengan tingkat kemampuan, minat, dan kebutuhan yang berbeda. Dengan menggunakan berbagai metode, media, dan sumber belajar, guru dapat mengakomodasi berbagai gaya belajar peserta didik, termasuk gaya belajar visual, auditori, dan kinestetik. Berdasarkan data yang dikumpulkan, ini memungkinkan guru untuk mengakomodasi berbagai gaya belajar peserta didik.
The aim of this study is to find out how differential learning is applied in Class four State SD 3 Patokan Situbondo. This descriptive qualitative research is carried out during the learning process. The study involved the head of the school, fourth grade teachers, and fourth-grade students of a total of 25 students, consisting of 14 male students and 11 female students. The research was conducted every Tuesday for four meetings, namely on 7, 14, 21 and 28 May 2024, from 10 a.m. to 12 p.m., data obtained through observations, interviews, and documentation. The Free Learning curriculum aims to give students the freedom and independence to choose educational paths that suit their interests, talents, and needs. This transformation shows that well-being is an important part of the learning process at school. Differential learning is a component that is added to the Free Learning Curriculum. It allows teachers to meet the learning needs of learners with different levels of ability, interests, and needs. Using a variety of learning methods, media, and resources, teachers can accommodate a wide range of student learning styles, including visual, auditorium, and kinesthetic. Based on the data collected, this enables teachers to accommodate different student study styles.
The Role of Financial Development and Capital Formation in Promoting Renewable Energy in Bangladesh
Authors: Rahat Jui Jannat , Kumar Saha Sanjoy
Published: November 2024

Bangladesh, rich in various resources, stands at a pivotal point where the sustainable use of renewable energy can be significantly increased. This study focuses on analyzing the impact of financial development (FD), foreign direct investment (FDI), economic growth, carbon dioxide emissions, and capital formation on renewable energy consumption in Bangladesh. Using time series data from 1991 to 2020 and employing the ARDL bounds testing approach to cointegration, the study provides a comprehensive analysis of these factors. The results reveal a long-term positive relationship between financial development and capital formation with renewable energy consumption, while FDI and economic growth do not significantly influence renewable energy use in the long run. Conversely, carbon dioxide emissions negatively impact renewable energy consumption in both the short and long term. The short-term analysis further indicates a negative relationship between capital formation, FDI, and renewable energy consumption, but financial development shows a positive and significant impact. These findings emphasize the need to enhance our understanding of the role of capital formation and financial development in promoting renewable energy, not just in Bangladesh but also in other developing and developed nations. To curb environmental damage and increase the use of renewable energy, eliminating fossil fuel subsidies and introducing a carbon tax on non-renewable energy use is crucial. Furthermore, Bangladeshi policymakers should advocate for green financing and allocate more funds to clean renewable energy projects, laying the groundwork for a robust renewable energy economy.
 
Received: 3 August 2024 / Accepted: 11 November 2024 / Published: 20 November 2024
A Quantitative Analysis of Risk Evaluation in Supply Chains: The Impact of Standardization and Technology Integration on Transport Logistics
Authors: Yamoah Lord Emmanuel , Mensah Ronald Osei , Nyamekye Bright , Kwadwo Peter Kyere
Published: November 2024

Given that supply chain risk management is critical to the effectiveness, and resilience, of operating transportation logistics, the purpose of this study, essentially, is to examine the effect of standardizing risk evaluation on transportation logistics. Through a quantitative research approach, data is sourced, by surveys, from supply chain professionals, logistics directors, and corporate executives. The study shows that scenario analysis, quantitative risk assessment, qualitative risk assessment, supply chain mapping, and root cause analysis, as well as supply chain diversification, significantly, impact transport logistics performance. However, real-time monitoring, and tracking, are not, strongly, linked to changes in transport logistics performance. By implication, managers need to, first, equip their subordinates with the requisite resources to assist in technology integration; bearing in mind that such resources, aimed at transforming transport logistics performance, will, ultimately, allow these workers to appreciate both the usefulness of any considered technology and the ease of implementing such technology.
 
Received: 16 August 2024 / Accepted: 13 November 2024 / Published: 20 November 2024
Konflik Batin Novel ”Dia adalah Kakakku” Karya Tere Liye
Authors: Khairunnisa Juni Fadilah
Published: November 2024

Penelitian ini bertujuan untuk mengetahui konflik batin apa sajakah yang terdapat dalam novel “dia adalah kakakku” karya Tere Liye.Metode yang digunakan dalam penelitian ini adalah metode kualitatif yang bersifat deskriptif. Sumber data yang digunakan dalam penelitian ini berupa kalimat yang mengandung konflik batin dalam novel “Dia adalah Kakakku” karya Tere Liye. Metode penelitian yang digunakan adalah dengan studi pustaka, yakni suatu cara penelitian dengan mencari data atau informasi dari buku-buku yang menunjang kelengkapan teori maupun menjawab permasalahan penelitian. Hasil penelitian menunjukkan bahwa terdapat konflik batin dalam novel “Dia Adalah Kakakku” karya Tere Liye. Teknik pengumpulan data yang digunakan adalah teknik deskriptif kualitatif dengan langkah reduksi data, penyajian data dan penyimpulan. Teknis analisis data menggunakan model analisis data kualitatif oleh Milles dan Huberman dengan tiga tahap, tahap penyajian data tahap komparasi dan tahap penyajian hasil penelitian. Hasil penelitian menunjukkan bahwa terdapat konflik batin depresi sebanyak 4 teks, Koflik batin cemas sebanyak 5 teks, Konflik batin takut sebanyak 3 teks, konflik batin marah sebanak 5 teks, dan konflik batin rasa salah sebanyak 3 teks. Maka terjawablah sudah pertanyaan dalam penelitian ini
Implementasi Transformational Leadership dalam Meningkatkan Intellectual Stimulation dan Inspirational Motivation Guru SD QLC (Qur’an Learning Centre) School
Authors: Sholihah Imroatus , Ratnaningsih Sita
Published: November 2024

Penelitian ini bertujuan untuk mengeksplorasi implementasi gaya kepemimpinan transformasional yang diterapkan oleh kepala sekolah dalam meningkatkan intellectual stimulation dan inspirational motivation guru di SD QLC School. Intellectual stimulation dan inspirational motivation merupakan dua faktor penting dalam membangun iklim pembelajaran yang efektif dan mendorong pengembangan profesional guru. Melalui pendekatan kualitatif deskriptif, penelitian ini akan mengumpulkan data dari observasi, wawancara mendalam, dan analisis dokumen terkait praktik kepemimpinan kepala sekolah serta persepsi guru tentang dampaknya terhadap motivasi dan rangsangan intelektual mereka. Teori kepemimpinan transformasional akan digunakan sebagai landasan konseptual untuk menganalisis peran kepala sekolah dalam menciptakan visi yang menginspirasi, mendorong kreativitas dan inovasi, serta membangun hubungan yang memotivasi guru untuk mencapai tujuan bersama. Temuan dari penelitian ini diharapkan dapat memberikan wawasan berharga bagi pemangku kepentingan pendidikan dalam mengembangkan strategi kepemimpinan yang efektif untuk meningkatkan kualitas pengajaran dan pembelajaran di lingkungan sekolah.
Faktor-Faktor yang Mempengaruhi Kepatuhan Pasien Tumor Payudara di Klinik Bedah di Bhayangkara Rumah Sakit Brimob
Authors: Indawati Ely , Sri Futriani Elfira
Published: November 2024

Tumor payudara sebagai salah satu penyebab angka kematian di Indonesia semakin meningkat setiap tahunnya. Untuk itu, beberapa metode deteksi tumor payudara saat ini perlu dikembangkan untuk melacak keberadaan kanker sejak dini. Pemeriksaan payudara dapat dilakukan secara rutin dan mandiri, yaitu dengan pemeriksaan payudara sendiri (SADARI). Cara ini merupakan teknik pemeriksaan untuk mengetahui ada tidaknya benjolan pada payudara wanita. Untuk mengetahui faktor-faktor yang mempengaruhi kepatuhan kesadaran pada pasien tumor payudara di Klinik Bedah RS Bhayangkara Brimob. Pendekatan penelitian yang digunakan dalam penelitian ini adalah cross-sectional. Populasi dalam penelitian ini adalah 501 pasien tumor payudara pada tahun 2023. Pada rumus Slovin, sampel yang dibutuhkan sebanyak 83 responden. Teknik pengambilan sampel responden menggunakan teknik simple random sampling. Instrumen dalam penelitian ini adalah menggunakan kuesioner. Peneliti menggunakan uji Chi Square dengan tingkat kepercayaan 95% atau tingkat signifikansi 5%. Hasil uji statistik hubungan pengetahuan dengan kepatuhan sadar menunjukkan nilai P = 0,029. Hubungan motivasi dengan kepatuhan sadar memperoleh nilai P = 0,000. Hubungan antara dukungan tenaga kesehatan dengan kesadaran kepatuhan diperoleh nilai P = 0,007. Terdapat hubungan antara pengetahuan, motivasi dan dukungan petugas kesehatan dengan kepatuhan sadar pada pasien tumor payudara di Klinik Bedah RS Bhayangkara Brimob. Saran bagi rumah sakit agar membuat kelas edukasi bagi pasien khususnya wanita usia subur agar mewaspadai deteksi dini tumor payudara.
Game-based learning for basic programming courses: Discover students’ attitudes and interests
Authors: Quah Wei Boon , Mohd Banua Noraini , Zulkifle Zulhana
Published: November 2024

The basic programming course is one of the challenging, difficult, and complex courses for community college students at Kedah State. In this course, students must know the basic concepts and structures as well as the basic syntax of computer programming. The challenge is that students are less interested in learning theoretically and have difficulty creating programming code to solve simple programming problems. In this study, three objectives are pursued: (i) to determine students' attitudes toward the basic programming course, (ii) to determine students' interest in using the C# VENTURE application game, (iii) to determine differences in students' attitudes toward the basic programming course according to gender, and (iii) to determine differences in students' interest in the C# VENTURE application game according to gender. There were 54 participants in this study. In this study, questionnaires were used as instruments, which were distributed through Google Forms. The results show that the mean score of (4.18) for students' attitudes is at a high level. In addition, students' interest in C# VENTURE application games is also high with a mean of (4.47). The results of the independent samples t-test showed that there is no significant difference in the mean attitude of students for male and female student groups. The results of the t-test for independent samples also show that there is no significant difference between the average student interest in the C# application game VENTURE for male and female student groups. In conclusion, community college students are positive towards the basic programming course, although this course is very difficult and complex. Moreover, students showed a great interest in using C# VENTURE application games in teaching and learning (T&L) for this course. It is proposed to conduct a quasi-experimental study to investigate the effectiveness of the C# VENTURE application game in teaching and learning (T&L) for the basic programming course.
Systematic literature review on digital courseware usage in Geography subjects for secondary school students
Authors: Abdul Ghafar Nurulizzati , Rahmatullah Bahbibi , Razak Nor Asiah , Abdul Muttallib Fadhil Harfiez , Muhamad Adnan Muhamad Hariz , Sarah Lia Laela
Published: November 2024

Rapid technological advances are having an impact on the field of education. Multimedia courseware is a widely used option to help facilitate teaching and learning in the classroom. A large selection of courseware that covers many learning topics makes it easier for teachers to use it. The use of courseware that includes multimedia elements such as text, images, audio, and video, to some extent, can attract students and help their understanding process, in addition to its easy access on various platforms. However, little comprehensive analysis of digital courseware usage, especially in geography subjects for secondary school students. To the best of the authors’ knowledge, no comprehensive analysis understands the use of digital courseware among students in geography subjects. Therefore, this systematic literature review aims to examine the use of courseware in the teaching and learning process of Geography subjects for secondary school students. The search strategy was made to gather articles in the Scopus databases from 2013 to 2021, and 257 articles have been found. Based on the inclusion and exclusion criteria, 13 articles were selected for the review. The findings of this systematic and comprehensive evaluation of the literature indicate that courseware can enhance learners' comprehension and encourage them to study Geography among students. The findings offer significant implications for digital courseware usage and geography subject communities, especially for policymakers, teachers, and developers to strategize and reflect on the practice they implemented and improvised if necessary for future sustainable education and efficient teachers’ performance in teaching.
Investigation of the guidelines for developing animation videos for History subject in Malaysia
Authors: Khamis Zulaiha , Hanafi Hafizul Fahri , Saari Erni Marlina
Published: November 2024

In today's technology era, animated videos have found a place in various sectors, and among them is the field of education. Following that, animated videos have become a necessity in the field of education and teaching, especially for fifth-form History subjects. This is because history is a subject that attracts little interest from most students because of its passive and boring nature. Effective guidelines play an important role in developing animated videos that can improve learning outcomes, especially for this History subject. This research is intended to look at the guidelines for the development of animation videos specifically for fifth-form History subjects. This study uses a qualitative methodology with a semi-structured interview method to review the guidelines for the development of animation videos specifically for History subjects. The expert interview was carried out through five steps adapted from a previous study and involved five experts in the field of study, who were appointed in two areas of expertise, namely educational multimedia and historical education. The results of the study show that effective guidelines for the development of animated videos that meet the needs of History subjects can increase student interest and performance in SPM. Therefore, the provision of detailed and appropriate guidelines and appropriate learning is important to ensure that the animated videos developed can help the teaching and learning process (TnL) in History subjects.
The use of Kahoot! in teaching grammar: A case study of Politeknik Kota Bharu students
Authors: Nik Din Nik Nur Fathiha , Othman Nurul Aini
Published: November 2024

The purpose of this study was to investigate how students felt about using Kahoot! in grammar classrooms. This study used an exploratory qualitative case study approach with written structured interviews and classroom observations as the primary data collection methods. In order to collect the data and accomplish the objectives, class observations were conducted with a class of 24 students. The observation checklist and field notes were used during the class observations to record the findings. Six students then participated in written structured interview sessions. The written structured interview was examined, and field notes were subjected to content analysis. The results show that using Kahoot! in grammar lessons has a beneficial impact on students' interest, motivation, and classroom behaviour. The gamification benefits also decreased students' anxiety when learning grammar and enhanced their intrinsic motivation to learn English. According to the findings, this study is important because it will give English lecturers at Politeknik Kota Bharu, prospective lecturers, curriculum designers, and the Higher Ministry of Education a platform to discuss some of the challenges students encounter when learning grammar and to adjust as needed. Also, it will support teachers in developing better teaching methods for students who struggle in the classroom. For the students, this study is anticipated to increase their motivation to learn English, particularly in grammar, which is typically considered dull and tedious. As a result, program planners may benefit from the additional teaching methods it offers.
Perceptions of secondary school students towards the use of Wakelet Students' Ambassador Programme
Authors: Jen Shirley Ling , Salam Abdul Rahim , Abdelhady Ahmed Mohamed Nabil
Published: November 2024

Blended learning is the integration of digital tools in supplement to teachers’ teaching in class. Although blended learning has been implemented in higher institutions for decades, blended learning has only been practised in Malaysian secondary schools since Movement Control Order (MCO). Teachers have started using technological platforms such as Google Meet, Google Classroom, YouTube, WhatsApp and Telegram to share information with students heavily since most of the daily lessons could only take place using online platforms at that time. Due to that, there are not many studies on the use of blended learning among secondary school students. Thus, this study investigates secondary school students’ perceptions regarding the use of blended learning and Wakelet Students’ Ambassador Programme. The subjects were a sample of 50 Form 3 students in Sekolah Menengah Kebangsaan Taman Universiti, Johor Bahru. Students’ perceptions regarding blended learning and the Wakelet Students’ Ambassador Programme were gathered through mixed mode methods that included observation, questionnaire and interviews. The findings of the study show that the majority of the respondents favoured blended learning and all of them liked to use Wakelet Students’ Ambassador Programme. Among the reasons they favoured the use of the Wakelet Students’ Ambassador Programme are that it is an interesting programme, they could learn a lot from their friends or online resources and they felt a sense of accomplishment by completing the project. To sum up, the Wakelet Students’ Ambassador Programme is indeed a wonderful programme that can be utilised in teaching all kinds of subjects. This is because the Wakelet Students’ Ambassador Programme is a student-centred approach that stimulates students’ thinking skills and promotes students’ collaboration. Hopefully, blended learning and the Wakelet Students’ Ambassador Programme will be widely practised in Malaysian secondary schools.
Unlocking the potential of game-based learning for soft skills development: A comprehensive review
Authors: Tan Bee Sian , Chong Kim Soon
Published: November 2024

Soft skills are critical for undergraduate students to succeed in the workplace, but there exists a gap between the skills possessed by undergraduate students and those required by the industry. This review explores the use of game-based learning (GBL) for developing soft skills among undergraduate students. The review aims to answer four research questions that cover essential aspects of GBL, such as its theoretical foundation, skill development, game design elements, and assessment methods. Following the Preferred Reporting for Systematic Reviews and Meta-Analysis (PRISMA) guidelines, we selected 24 journal articles with empirical results from Scopus databases spanning 2017 to 2023, applying inclusion and exclusion criteria to finalize 18 articles for review. The review identified potential challenges in using GBL for soft skills development, such as the exploration of least developed soft skills, effectiveness of theoretical foundation adoption, game design elements development, and validation of assessment methods. This study aims to provide recommendations for game designers and educators to enhance GBL for soft skills development. The study proposes integrating established learning theories with emerging technologies and social media to provide a personalised learning experience, exploring generative AI in soft skills games, designing open-ended or sandbox game environments to develop innovation skills, incorporating in-game assessment features to assess self-management skills, aligning game rewards with learning objectives, encouraging peer-to-peer assessment, and collaborating with psychometricians to align captured data with the intended soft skills assessment. The study also highlights limitations and suggests future studies to address them, such as adopting emerging technologies to address limitations. Overall, the study contributes to the understanding of GBL for soft skills development and provides valuable insights and recommendations for future research and practice in this domain.
The Hooray! Hooray! ABC: The evaluation of mobile application for preschool students
Authors: Che Lah Noor Hidayah , Mad Nor Muhammad Syazwan , Roslan Muhammad Hamirul Hamizan , Zulkifli Muhammad Amin Aiman , Tasir Zaidatun , Hashim Suhaizal , Alkhayyat Ahmed , Wan Mustafa Wan Azani Wan
Published: November 2024

Mobile applications are now being used for 21st-century learning, including alphabet learning. There are numerous mobile application products for online learning, particularly those relating to the alphabet ABC. It was revealed that previous mobile applications did not provide interactive activities that suited preschool students. Therefore, this study aims to develop Hooray! Hooray! ABC for learning the alphabet. This study employed Design and Development Research (DDR) as the research design, which is divided into three phases: Phase I - the needs of the application; Phase II - the design and development; and Phase III - the evaluation. ADDIE model is used as the instructional design to design and develop the mobile application. Two experts were chosen to validate the application. It was tested for usability and student performance on 35 preschool students. The results reveal that Hooray! Hooray! ABC can be used for learning the alphabet based on experts' agreement in terms of usefulness (96%), ease of use (97%), ease of learning (94%), and satisfaction (100%). In addition, the result shows that Hooray! Hooray! ABC can increase students' performance (t = 13.271, p = 0.00) in learning the alphabet, making it beneficial for preschool students, teachers, and schools. This study also acknowledged the limitations and future suggestions of this study.
Language preservation: The role of infographics
Authors: Ọladeji Taiwo Mosunmọla , Adelana Owolabi Paul , Atolagbe Oluwaseun Dorcas
Published: November 2024

Preserving indigenous languages, notably the Yoruba language, is imperative for both cultural heritage conservation and academic advancement, particularly within linguistic studies. As one of Nigeria's top three spoken languages, the Yoruba language faces a threat to its counting and numbering systems due to English language influence, prompting a critical need for empirical investigation. To address this research gap, our quantitative study experimentally explores the impact of infographics on language instruction among seventy-one junior secondary students. Results reveal substantial gaps in students' prior exposure to infographics. Also, positive attitudes and increased engagement with infographics significantly improve comprehension of the Yoruba counting and numbering system, with no significant difference in learning outcomes based on gender. These findings underscore the potential of infographics in preserving the Yoruba language, advocating for its integration into indigenous language studies to enhance language preservation efforts. This study emphasizes the instrumental role of infographics in safeguarding cultural and linguistic heritage, advocating for their incorporation into educational strategies for indigenous languages.
Beyond the classroom: Students’ perspectives on e-learning portal in blended and online learning
Authors: Mazlan Mohammad Nur Azhar , Mohamad Hapni Fitri Suraya
Published: November 2024

Evaluating the e-learning portal is essential to ensure the success of online teaching and learning activities. The portal should be assessed regularly to determine its value as a tool to support learning. This study aims to investigate students’ perspectives on using the e-learning portal as a blended and online learning activity. A survey involving two cohorts of students from a public university in Malaysia was conducted in 2016 (n = 805) and 2020 (n = 1027). The survey required the students to evaluate the use of the e-learning portal in blended and online learning, regarding their self-learning experiences, learning performances, quality of learning materials, quality of communication, and their level of interest in using the portal. The findings revealed that the majority of the students from both cohorts were generally positive about using the e-learning portal to support their learning. However, it is interesting that both cohorts preferred face-to-face instruction over online learning. Hence, future research should widen the scope of the study by analysing the perspectives of course instructors, administrators, and other relevant learning support agencies.
Malaysia folklore interactive game development: Tun Mamat adventure mission
Authors: Mohd Yusof Siti Nurfarliana , Md Ibharim Laili Farhana , Sukirman Sukirman
Published: November 2024

This study discusses the context of interactive stories centered around the legendary character of Tun Mamat, with a specific focus on their capacity to preserve cultural traditions among kids. Thus, this digital game, named Tun Mamat Adventure Mission, was created to introduce children to Malaysian folklore. It proposes a new alternative for storytelling that enhances the user experience. The objectives of this study were: i) to develop an interactive game that introduces the cultural identity of Malaysia's historical story in helping to sustain Malay folklore and ii) to test the game’s usability in terms of player engagement and education. The research method used in this study is a qualitative research design. The sample for this research contains 6 kids aged around 12 years old and above as a respondent. Post playtest sessions involve having participants (kids) play the interactive game to discover the educational value and satisfaction that the kids get from playing the game. The instrument includes the game itself, and an observation sheets that observe the player’s reaction while playing the game to know the engagement between the player and the game. Besides, this research also uses ADDIE Model instructional design in the development of an interactive game. Based on post playtest feedback, it is clear that player involvement with the game is extremely high, as evidenced by their facial expressions and verbal expressions of enjoyment. This means that the game's usability, especially regarding player involvement, is outstanding. Furthermore, in terms of educational gains, there is a noticeable difference in retention of knowledge before and after playing the game. Initially, the children seemed to have a limited knowledge of the folkloric plot. However, after playing the game, they have shown a better understanding of the folklore.
Transforming medical assistance fund application management: A business process reengineering approach
Authors: Saad Aslina , Zaini Zuraida , Alwahaibi Yahya
Published: November 2024

The application process for the Medical Assistance Fund (MAF) to help patients receive medical interventions at public hospitals has been plagued with delays due to the increasing number of applications, inefficient management, and manual tasks. This study aims to redesign the current application process through Business Process Reengineering (BPR) and to evaluate the effectiveness of a new process to be carried out by the Medical Social Work Unit (MSWU). A new methodology, B2Lean which is based on a combination of the BPR and Lean Thinking was proposed to help identify the processes requiring improvement and to remove inefficient ones. A new online application system, the Patient Assistance Management System was proposed as an IT enabler for this BPR initiative. This study was based on a qualitative research methodology involving a case study in which interviews and observations were used to collect data. The sample study consisted of seven MSWU officers and several supporting staff selected from a government hospital. In the interviews, the ‘5W 1H’ technique was used to elicit and analyze their feedback on issues relating to the existing processes. The findings of the analysis revealed that several manual tasks were inefficient, which had to be either removed or replaced, effectively helping to reduce the overall processing time by 52%. With the new and efficient processes, practitioners could certainly expedite patients’ applications for medical assistance, thus helping them to receive prompt medical interventions. The B2Lean methodology could be used as a guideline for organizations seeking improvement in their current practices.
Designing immersive narratives of Jugra heritage site for cultural edutainment using mixed reality
Authors: Md Zain Mazarina , Baniyamin Nurhaya , Ibrahim Illyani , Rashid Md Mizanur , Zakaria Khalilah , Mohd Mustafah Yasir
Published: November 2024

Technology integration in the tourism industry has introduced new possibilities for enhancing visitor experiences and promoting cultural edutainment in heritage tourism. Mixed Reality (MxR) is a promising technology for achieving these goals. By leveraging MxR, cultural heritage sites can provide tourists with engaging and educational experiences, allowing them to delve into the rich history and cultural significance of these sites. However, the quality of content in MxR applications can significantly impact the overall experience and educational value. This research proposes best practices for MxR development in smart heritage tourism, ensuring the delivery of high-quality, culturally authentic, and educational experiences to visitors. A qualitative approach has been adopted to achieve this aim, utilizing the Speak Aloud method to collect data from participants who interacted with the MxR prototype. The study focuses on a case study of the Jugra heritage urban landscape, using it as a basis for developing an MxR prototype. The research encompasses two stages: the first is the design for prototype development, and the second is to test the application for user feedback. Through discussions on prototype design development and user experience testing, the research proposes a storyboard framework as a guideline for designing the MxR environment. This framework serves as a comprehensive blueprint, ensuring that each phase, from data analysis to the final Mixed Reality application, is meticulously designed and executed. Respondents tested the prototype to gather feedback on the prototype's outcomes, enabling refinement of the blueprint for subsequent levels of testing with heritage visitors. The results of this study contribute to the field of MxR development in smart heritage tourism. The research enables developers to create high-quality, culturally authentic, educational MxR experiences by offering guidelines and best practices. Therefore, the application of MxR in cultural heritage enhances the level of visitor engagement and facilitates a more profound comprehension of cultural heritage.
Anticipating students' preferences: Investigating factors influencing the choice between block-code and source-code programming
Authors: Abdul Halim Muhammad Anwar , Mohamed Rafi Sharmili , Engku Abdullah Engku Mohamad , Masdar Mohamad Hafizi , Dolinsky Michael , Getuno Daniel Makini
Published: November 2024

This study explores behavioral factors influencing students' choice between block-code programming (BCP) and source-code programming (SCP) among Community College students in Malaysia. Two hundred and twenty-six IT certificate students participated, answering questions based on the Technology Acceptance Model and Theory of Planned Behavior using a Likert scale survey. Analysis using structural equation modeling revealed that attitudes towards technology and behavior strongly influenced students' preference for BCP over SCP. However, further investigation into how these behaviors impact programming learning is needed. The study's findings emphasize the importance of perceived usefulness, ease of use, and subjective norms in students' preference for BCP. With substantial R2 effect sizes (0.864), the study underscores the significant influence of perceived usefulness (PU), perceived ease of use (PEU), and subjective norms (SN) on BCP adoption behavior. The implications of these findings extend to policymakers and educators, providing valuable insights for refining computing education standards. Moreover, the study lays the groundwork for future research, offering a deeper understanding of block-code programming's role in the digital education transition.
Smart Classroom: A development of electrical control system with Internet of Things
Authors: Ibrahim Abu Bakar , Shamsudin Nursyahirah , Ab. Majid Mad Helmi , Dzulkifly Sumayyah , Abdullah Yusri , Setiawan Mohammad Ikhsan
Published: November 2024

The Internet of Things (IoT) is a dynamic breakthrough that has a huge impact on today's world and has the potential to simplify human life. The potential application of IoT is limitless, and it has been implemented in various industries, including medicine, engineering, computer science, space and technology, automotive, and more. This paper aims to develop a smart classroom electrical control system using IoT technology to regulate the classroom's electrical system and monitor student occupancy. This study chose to use the Rapid Application Development (RAD) method to develop the proposed system for reducing the waste of electricity resources in a classroom. The objectives of this research include identifying the main problems related to the waste of electricity in the classroom, developing an electronic project using IoT, and testing the functionality of the electronic project. The development of the proposed electrical control system uses Arduino and Infrared (IR) sensors. The IR sensors are used to detect the presence of students either entering or leaving the classroom. When human presence in the classroom is detected, lights and fans will automatically turn on. The approach benefits users by enabling a comprehensive understanding of the system through interactive evaluation, bringing it closer to meeting the requirements intended for this study.
Exploring the issues of Primary School students’ mastery of Jawi and the ICT solution
Authors: Abdul Malik Marliza , Osman Salyani , Marjudi Suziyanti , Ahmad Nawi Haslinda Sutan , Mohd Noor Suhaimi , Bamasoud Doaa M
Published: November 2024

Jawi writing serves as the principal medium for Islamic education instruction in schools today. Possessing proficient Jawi writing skills enables students to effortlessly navigate the learning process and gain a comprehensive understanding of Islamic education content. This study aims to investigate the current state of mastering Jawi writing skills among primary school students in one of the most developed and progressive states in Malaysia. A comprehensive literature review and surveys of 33 parents were done. Apart from this, an interview was conducted with teachers from three different types of religious primary schools: Religious Primary Schools (Sekolah Rendah Agama), Integrated Religious Primary Schools (Sekolah Rendah Agama Integrasi), and Al-Quran and Fardu Ain Integration Classes. The literature review, survey, and interview results clearly demonstrate that students face significant difficulties when learning to connect Jawi letters into words. The survey and interview responses highlighted the importance of providing adequate practice and reinforcement opportunities for students. Considering these findings, it is crucial to develop new teaching strategies and materials such as integration of Information and Communication Technology (ICT) tools such as educational software, interactive digital whiteboards, and customized learning apps specifically designed to support the learning and mastery of Jawi writing. These ICT solutions could provide engaging, interactive, and differentiated learning experiences tailored to student needs, thereby potentially improving proficiency in Jawi writing among primary students.
Time for New Tax Solutions
Authors: Zaripov Vadim M. Z
Published: November 2024

The author considers the processes and phenomena occurring and emerging in the Russian tax reality amid foreign sanctions. The concept of tax capital has confirmed its relevance and viability. The historical excursion and the demographic crisis enable to return to the discussion of the tax on small families. The current VAT calculation procedure actually encourages late payment and needs to be changed. The harsh environment threatens to erode universally recognised principles of taxation.
Assessing the Level of Construction Mechanization in Kenya: A Survey of Highrise Building Projects in Nairobi
Authors: Ndolo Dennis Mumo , Diang’a Stephen , Gwaya Oswald
Published: November 2024

This paper examines the construction mechanization level in high-rise building projects in Kenya. It focuses on Site Preparation and Earthworks (SPE), Scaffolding and Formwork (SF), Concreting (C), Walling (W), Plastering and Flooring (PF), Tiling and Painting (TP), and Building Services (BS). Mechanization, defined as the replacement of manual labour with machines, is analyzed through a quantitative survey involving 125 accredited construction site supervisors with the unit of analysis being the construction project. The findings reveal that SPE tasks predominantly utilize Hand Tools (43%) and Automated Hand Tools (41%), with Machines accounting for only 16%. Comparatively, SF tasks show slightly lower mechanization levels, primarily relying on Hand Tools (50%) and Automated Hand Tools (41%).  Concreting is the most mechanized work category with most of the tasks primarily executed using Automated Hand Tools (67%) and Machine/Workstation (26%). Walling tasks mainly rely on Hand Tools (54%) and Automated Hand Tools (33%).  PF, TP, and BS tasks predominantly rely on Hand Tools (70%, 77%, and 68% respectively).  Consequently, more than half (53%) of the activities in the building construction sector in Kenya are carried out using Hand Tools. This is then followed by Automated Hand Tools with an approximate usage of 31%. Completely Manual methods and Machines (workstations) are used almost similarly at 9% and 7% respectively. None of the activities in construction are Completely Automated (robotized). The mechanization levels for the various work categories are as follows; SPE=52%, SF=47%, C=64%, W=48%, PF=41%, TP=38%, and BS=39%. The overall mechanization level for the construction industry of Kenya was found to be 47%, indicating a substantial reliance on manual methods. Despite the advantages of mechanization, such as improved efficiency and safety, its application in Kenyan construction remains limited. The study highlights the need for increased mechanization to enhance productivity and safety in construction practices
A Phenomenological Reflection on the Concept of Inclusion as Employed in the Kenyan Education Landscape: Anecdotal Accounts of Inclusionary Exclusion
Authors: Osabwa Wycliffe
Published: November 2024

The role of education in any given society cannot be overemphasized enough. Granted, evaluation of such roles is based on the assumption that all citizens will access and participate in specific educational experiences as provided for by the said societies. This implies inclusion, a concept that remains protracted owing to its subjective interpretation by various actors. Indeed, this paper views the problem partly as a conceptual issue which can be resolved upon unequivocal clarification of the concept, followed by deliberate sensitization of the relevant stakeholders. So what is inclusion, and to what extent do education stakeholders share in the understanding? According to the disability theory, inclusion majorly involves special needs learners. This conception drifts focus from what should actually be the case: schools for all. The current paper critiques such conceptions, providing illustrations of how they eventually mislead teachers into exclusionary practices albeit subconsciously. In this perspective article, teachers’ and learners’ views on inclusion were mined through the sentiment analysis method where the views were gathered from social media, specifically from a popular Facebook page, and synthesized accordingly. In the final analysis, it emerged that education access was mistaken for participation, leading to situations where teachers inadvertently excluded normal learners at various levels, imagining that their being in school alone was testimony of inclusion. The resulting situation is herein referred to operationally as inclusionary exclusion. This paper recommends, as a first step, the inclusion of knowledge and skills on both inclusive and exclusive practices in teacher education programmes so that education practitioners act consciously. It is instructive that no goal of education is achieved in the absence of inclusive practices, hence, there is a need for a review of how education practitioners and policymakers conceptualize inclusion
Collaborative Governance dalam Pemberdayaan UMKM Melalui Pemanfaatan Potensi Alam Menuju Sustainable Tourism di Desa Wisata Taro Kabupaten Gianyar
Authors: Wijaya Komang Adi Sastra , Yudartha I Putu Dharmanu , Prabawati Ni Putu Anik , Lukman Juwita Pratiwi , Dewi Sang Ayu Nyoman Sinta , Riani Ni Wayan
Published: November 2024

Taro Village is located in Tegallalang District, Gianyar Regency, which has quite a lot of natural potential that is in demand by tourists and has developed rapidly since it was designated as a Tourism Village in 2017. Taro Tourism Village can be said to be a tourism village that has implemented sustainable tourism. This can be seen from its implementation which tends to emphasize the sustainability aspect. However, the management of the natural potential of Taro Village leaves various gaps of opportunity that have not been utilized by the community, reflected in the absence of typical products of Taro Tourism Village. In carrying out community service activities, namely empowerment targeting the Taro Village Women Farmers Group and MSMEs through the utilization of the natural potential of Taro Village. Collaborative governance practices are carried out by involving three actors, namely the government, the community and the private sector. First, collaboration involving the government through the Village-Owned Enterprise (BUMDes) Sarwada Amertha. Second, the role of the community as a group that is empowered so that they can produce a valuable product and can support sustainable tourism in Taro Tourism Village. We involve the private sector by visiting industries engaged in tourism, such as lodging and resorts that have the potential for us to collaborate with.
Protection Of Economic Competition On Digital Markets In Ukraine
Authors:   Academician F. G. Burchak Scientific Research Institute of Private Law and Entrepreneurship NALS of Ukraine, POLYUKHOVYCH Valeriy
Published: November 2024

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