ethanporcaro/eric-fulltext-meta huggingface dataset:
The Design of Video Games in the Implementation of Malay Language Learning among Foreign Students in an Institution of Higher Learning
Author: Rosman, Fuziah
Date: 2015-00-00
Type: Journal Articles
Subjects: Foreign Countries,Foreign Students,Universities,College Students,Video Games,Second Language Instruction,Indonesian Languages,Curriculum Development,Delphi Technique,Measures (Individuals),Instructional Effectiveness,Constructivism (Learning),Interviews

This study aims at reviewing the curriculum design by including video games in the implementation of the Malay language course at an Institute of Higher Learning. The objective of this study is to obtain expert opinion on the expected manner of implementation of video games in learning the Malay language. The Fuzzy Delphi technique (FDM) is used to obtain the consensus among 30 selected experts from various fields and backgrounds using an instrument specifically designed for the purpose. The instrument consists of six sub items. The findings show that experts reached a consensus and agreed that the curriculum design based video games could be tailored to the learning of the Malay language among foreign students (defuzzified value: 0.680). Overall, the experts had consensus and strongly agreed that video games have potential in implementing Malay language learning among foreign students at a university. The impact from the expert consensus was that a decision was made for a new framework for curriculum design based on the potential of video games as a medium of instruction for scaffolding learning of Malay language among foreign students at a selected university. Thus, this study suggests the implementation of new education policies among stakeholders particularly at the Department of Higher Education and Ministry of Education (MOE) to highlight the possibility of using video games as a teaching tool for all universities nationwide. The Curriculum Development Centre at the Centre for Language and other faculties in all universities should view the development of this technology to enable application of a more interesting, interactive and motivating language learning process as a medium of learning the Malay language among foreign students.
The Development of Multicultural Counselling Competencies (MCC) Training Module Based on MCC Matrix Model by Sue et al. (1992)
Author: Anuar, Azad Athahiri
Date: 2015-00-00
Type: Journal Articles
Subjects: Multicultural Education,Counseling Techniques,Competency Based Education,Capacity Building,Learning Modules,Training Methods,Counselor Training,Needs Assessment,Content Validity,College Programs,Educational Needs,Foreign Countries

The aims of this study were to develop and validate a MCC training module for trainee counselor based on MCC matrix model by Sue et al. (1992). This module encompassed five sub modules and 11 activities developed along the concepts and components of the MCC matrix model developed by Sue, Arredondo dan McDavis (1992). The design method used in this study involved a descriptive approach involving expert judgment. In addition, literature review was used to examine the need for developing of MCC training modules and to justify usage the MCC matrix model by Sue et al. (1992). The instruments used to determine the content validity of the module as advocated by Jamaludin (2002) is a modification from Russell (1974). The sample of the study comprised six experts in the field of counseling and psychology. A statistical software was used to analyze the descriptive statistics of the collected data which revealed promising results. The values computed for the content validity were high, ranging from 73.3% to 86.6%. These findings reinforce the MCC matrix model by Sue et al. (1992) in the design of MCC training module for counseling practitioners in Malaysia. Implications of the findings are discussed.
Effectiveness of the Biology PTechLS Module in a Felda Science Centre
Author: Alias, Norlidah
Date: 2014-00-00
Type: Journal Articles
Subjects: Biology,Learning Modules,Program Implementation,Fidelity,Quasiexperimental Design,Usability,Pretests Posttests,Teacher Attitudes,Program Effectiveness,Program Evaluation,Academic Achievement,Student Improvement,Semi Structured Interviews,Secondary School Students,Secondary School Teachers,Foreign Countries

The PTechLS module combines learning styles with the use of technology to increase students' learning experience, especially in learning abstract concepts. The PTechLS module prototype was developed by Norlidah Alias (2010). The aim of this study is to evaluate the implementation effectiveness of the Biology PTechLS module in a Felda Learning Centre in the district of Jempol in Negeri Sembilan, Malaysia. The PTechLS module was implemented from 2012 to 2014. The study employs a quasi- experimental design involving 37 students. In addition, a retrospective usability evaluation of the PTechLS module implementation was conducted, with two Biology teachers as the users. The findings of this study show that there were significant difference in the pre-test and post-test scores. This indicates that students' achievement score could improve after using the Biology PTechLS module. The interview with the teachers showed that the Biology PtechLS module could be used as a resource. In addition, further improvements of the PTechLS module were suggested. Hence, there is possibility that the Biology PtechLS Module could be used in other secondary schools in rural areas in Malaysia to improve achievement and interest in Biology.
Effects of Using Teams Games Tournaments (TGT) Cooperative Technique for Learning Mathematics in Secondary Schools of Bangladesh
Author: Salam, Abdus
Date: 2015-00-00
Type: Journal Articles
Subjects: Educational Games,Teaching Methods,Mathematics Instruction,Secondary School Mathematics,Foreign Countries,Grade 8,Experimental Groups,Control Groups,Achievement Tests,Pretests Posttests,Attitude Measures,Semi Structured Interviews,Teacher Attitudes,Student Attitudes,Intervention,Instructional Effectiveness,Teamwork,Cooperative Learning,Computer Games,Quasiexperimental Design,Mixed Methods Research

Games-based learning has captured the interest of educationists and industrialists who seek to reveal the characteristics of computer games as perceived by some to be a potentially effective approach for teaching and learning. Despite this interest in using games-based learning, there is a dearth of studies on the context of gaming and education in Third World countries. This study investigated the effects of game playing on performance and attitudes of Grade VIII students toward mathematics. The study implemented TGT technique for the experimental group and typical lecture-based approach for the control group. The same achievement test was employed in both pretest and posttest; an inventory of attitudes towards mathematics was applied for the pretest and posttest on TGT experimental and control group, an attitude scale on computer games was employed for the TGT experimental group, a semi-structured interview for the teacher and an FGD guideline for students were applied to serve the purpose of research objectives. After three weeks of intervention, it was shown that the TGT experimental group students had achieved a significant learning outcome than the lecture based control group students. Attitude toward mathematics differed to a certain positive extent in the TGT experimental group. Based on these findings, some recommendations were made to overcome barriers to integrating web-based game playing into the classroom.
The Impact of PeerWise Approach on the Academic Performance of Medical Students
Author: Kadir, Farkaad A.
Date: 2014-00-00
Type: Journal Articles
Subjects: Academic Achievement,Medical Students,Student Developed Materials,Test Items,Multiple Choice Tests,Peer Evaluation,Item Banks,Active Learning,Student Attitudes,Correlation,Human Body,Courseware,Foreign Countries,Questionnaires,Likert Scales,Statistical Analysis

PeerWise is a novel, freely available, online pedagogical tool that allows students to create and deposit questions for peer evaluation. A participatory learning approach through this web-based system was used to motivate and promote a deep approach in learning nervous system by 124 second year MBBS students at Cyberjaya University College of Medical Sciences. PeerWise was introduced to the students as an optional component within the nervous system course syllabus. The students were asked to create at least two multiple-choice questions (MCQs) covering different aspects of the syllabus components and to evaluate four MCQs from other students throughout the 5-week duration from December 2013 to January 2014. It was mandatory that the students write, answer and explain their MCQs. It was also essential that they answer, rate and give constructive comments on the MCQs written by their peers. The study reveals that the students were active participants and created a large question bank based on the course syllabus with variable quality. Spearman correlation analysis was performed and shows correlation coefficient values falling in a range between 0.634 to 0.739 indicating moderately strong relationship of PeerWise activity with the mark scored in the course. This study reveals that PeerWise is a feasible and large-scale team-based learning tool as the students improve their learning through peer support, analytical and critical thinking as well as personal reflection.
Academics' Attitudes toward Using Digital Games for Learning &amp; Teaching in Malaysia
Author: Noraddin, Enas Mohamed
Date: 2014-00-00
Type: Journal Articles
Subjects: Foreign Countries,Teacher Attitudes,Computer Games,Educational Games,College Faculty,College Students,Predictor Variables,Age Differences,Gender Differences,Intellectual Disciplines,Teacher Surveys,Online Surveys,Questionnaires,Validity,Teaching Experience,Reliability,Demography,Statistical Distributions,Likert Scales

Digital (or computer) games have been extremely attractive to gamers of all ages, especially the young ones. They spend much time playing such games for pleasure and entertainment. Harnessing digital games for education has been attempted in some advanced countries where teachers seemed to be receptive to the idea. In Malaysia no major study has been undertaken about the university teacher's attitudes towards using digital games in their classrooms. And so the purpose of this study is to investigate university teachers' perception of utilizing digital games in classroom in Malaysian universities and colleges. It seeks to answer a fundamental question: do university teachers in Malaysia have favorable or unfavorable perceptions toward using digital games in their teaching efforts? And how do they differ in their views about digital game potential according to the influence of variables such as age, gender, academic discipline and others sets of independent variables? For answering these fundamental questions an online questionnaire-based research surveyed 273 teachers in 5 Malaysian universities. The method was conventionally tested for validity and the data analyzed in order to draw some conclusions. Overall the results show that the majority of Malaysian university teachers have favorable attitudes using digital games in their classroom. Less than a majority, but a sizeable number of teachers have not formed any opinion for or against using digital games in the classroom. Gender, age, years of teaching, teaching discipline and other variables do not influence the respondents' positive or negative attitudes toward using digital games in the classrooms. Playing digital games, as a lifestyle habit, by respondents shows an association with positive attitude. In other words, those who play digital games themselves are more likely to have favorable attitudes toward using those games for education.
Towards School Management System (SMS) Success in Teacher's Perception
Author: Hassan, Haslina binti
Date: 2014-00-00
Type: Journal Articles
Subjects: Foreign Countries,Management Information Systems,Questionnaires,Program Evaluation,Program Effectiveness,Program Validation,Statistical Analysis,Models,Predictor Variables,Gender Differences,Teaching Experience,Teacher Background,Teacher Attitudes,Technology Integration

School Management System-SMS (Sistem Pengurusan Sekolah) is a system developed by Ministry of Education Malaysia in order to reduce teachers' burden and for Educational Data Integration. SMS is a type of Management Information System (MIS) and is pivotal for efficient and effective running of schools in Malaysia. As SMS is newly introduced, no research on its use could be found yet; therefore, this research is crucial in providing information to MOE on the SMS success. The core of this research is to validate the relations of variables in DeLone and MacLean IS Success Model with teachers' perception towards the SMS success. Several Information System Success (ISS) evaluation theories will be discussed in this research as they are essential to describing the IS Success. Using a quantitative approach, the tool (survey questionnaire) was applied in a survey at Sekolah Kebangsaan Puncak Alam (2), Selangor with 56 respondents. Data were analyzed using SPSS. Two types of statistical analysis were used on the collected data. Descriptive analysis was used to analyze the demographic information and correlation analysis to find the relationship between variables. We found significant relationships between variables: system quality, information quality, use, user satisfaction and individual impact. The results supported the hypotheses made to answer all the research questions. The findings are essential for MOE to know the teachers' perception in the implementation of SMS in school.
A Comparison between Quantity Surveying and Information Technology Students on Web Application in Learning Process
Author: Keng, Tan Chin
Date: 2015-00-00
Type: Journal Articles
Subjects: Undergraduate Students,Educational Technology,Technology Uses in Education,Comparative Analysis,Statistical Analysis,Statistical Inference,Internet,Foreign Countries,Questionnaires,Hypothesis Testing,Web Sites,Search Engines,Video Technology,Computer Mediated Communication,Electronic Publishing,Group Discussion,Social Networks,Social Media,Maps,Electronic Mail,Planning,Translation,Information Storage,Portfolios (Background Materials),Audio Equipment

The use of web applications has become a trend in many disciplines including education. In view of the influence of web application in education, this study examines web application technologies that could enhance undergraduates' learning experiences, with focus on Quantity Surveying (QS) and Information Technology (IT) undergraduates. The objectives of the study are to determine the level of usage of educational related web applications by QS undergraduates and IT undergraduates, and to determine if there are any statistically significant differences in the use of educational related web applications by QS undergraduates compared to IT undergraduates. The data for this survey were collected from 130 QS undergraduates and 42 IT undergraduates from two higher education institutions in Malaysia. Descriptive statistics and inferential statistics are used to analyze the data. Descriptive statistics are used to determine the level of usage of each web application among the two groups of students. The value of median is determined to measure the central tendency of each variable as the data is of ordinal level in measurement. As for the inferential statistics, this study uses statistical hypotheses testing to determine whether there is any statistically significant difference between QS undergraduates and IT undergraduates in the use of web applications. The findings of the study indicate that undergraduates of both QS and IT are exposed to web applications. However, they are more familiar with certain applications (e.g., Social Networking, Web Search, etc.) but unfamiliar with other applications (e.g., Online Portfolio, Podcast, etc.), the usage of web applications by QS undergraduates are on par with IT undergraduates although there are certain differences in the pattern of usage observed, and the differences of the web application usage pattern can be explained by the differences of the nature of the studies of both disciplines, in which QS undergraduates are required more in searching for data through the web whereas IT undergraduates are required to use the web applications for developing IT systems.
The Relationship between Utilization of Computer Games and Spatial Abilities among High School Students
Author: Motamedi, Vahid
Date: 2015-00-00
Type: Journal Articles
Subjects: Spatial Ability,Computer Games,High School Students,Computer Uses in Education,Males,Questionnaires,Correlation,Hypothesis Testing,Student Surveys,Student Attitudes,Foreign Countries

This study aimed at investigating the relationship between computer game use and spatial abilities among high school students. The sample consisted of 300 high school male students selected through multi-stage cluster sampling. Data gathering tools consisted of a researcher made questionnaire (to collect information on computer game usage) and the Newton and Bristol spatial ability questionnaire with reliability value of 0.85. Data were analyzed using Pearson's correlation coefficient. Results showed that there was a meaningful relationship between the use of computer games and spatial ability (r = 0.59 and p = 00.00), there was a meaningful relationship between the use of computer games and the spatial perceived ability (r = 0.60 and p = 0.00), there was a meaningful relationship between the use of computer games and mental rotation ability (r = 0.48 and p = 0.00) and there was a meaningful relationship between computer game use and spatial visualization ability (r = 0.48 and p = 0.00). In general, the findings showed there was a positive and a significant relationship between the use of computer games and spatial abilities in students.
Lecturers' Awareness and Utilization of Instructional Media in the State-Owned Colleges of Education, South-West Nigeria
Author: Fakomogbon, Micheal Ayodele
Date: 2015-00-00
Type: Journal Articles
Subjects: Foreign Countries,College Faculty,Universities,Check Lists,Questionnaires,Statistical Analysis,Educational Media,Schools of Education,Knowledge Base for Teaching,Technology Uses in Education,Gender Differences,Educational Environment,Teacher Surveys

This paper investigated the awareness and utilization of instructional media (IM) based on gender of the lecturers of tertiary institutions in Nigeria. It was a descriptive type of survey research. All lecturers of Colleges of Education in Southwest geo-political zone of Nigeria formed the population. Some 621 lecturers were randomly selected. There were two instruments for the study. A checklist containing instructional media as recommended by the National Commission for Colleges of Education (NCCE) and a researcher designed questionnaire with items drawn to elicit responses from the lecturers. There were four research questions and two hypotheses in the study. The overall average awareness of the lecturers stands at 73%, while their overall mean of media use stands at 1.4 out of 4.0 points. A t-test statistical tool was used to analyze the data on the hypotheses for the study. Results indicated that: (i) there were adequate instructional media in colleges of education; (ii) the lecturers had moderate awareness of IM; (iii) they used media less frequently; and (iv) their awareness and use of IM were not influenced by gender. Based on the results, it is recommended that the school authorities should constantly organize workshops, seminars and motivate lecturers to attend in order to improve their instructional activities.
Effectiveness of Computer-Assisted STAD Cooperative Learning Strategy on Physics Problem Solving, Achievement and Retention
Author: Gambari, Amosa Isiaka
Date: 2015-00-00
Type: Journal Articles
Subjects: Computer Assisted Instruction,Educational Technology,Cooperative Learning,Teaching Methods,Physics,Science Instruction,Problem Solving,Science Achievement,Instructional Effectiveness,Academic Persistence,Teamwork,Gender Differences,Secondary School Students,Secondary School Science,Comparative Analysis,Statistical Analysis,Pretests Posttests,Control Groups,Experimental Groups,Foreign Countries

This study investigated the effectiveness of computer-assisted Students' Team Achievement Division (STAD) cooperative learning strategy on physics problem solving, students' achievement and retention. It also examined if the student performance would vary with gender. Purposive sampling technique was used to select two senior secondary schools year two physics students (SS II). The schools were assigned into computer-assisted STAD and Individualized Computer Instruction (ICI) groups. 84 students from two intact classes participated in the study. The Computer-Assisted Learning Package (CALP) on physics and the Physics Achievement Test (PAT) were used as treatment and test instruments respectively. Analysis of Covariance and Scheffe test were used for data analysis. Findings indicated that students taught physics with computer-supported STAD performed better than their counterparts in ICI group. In addition, they had better retention than those in ICI group. However, gender has no influence on students' performance. Based on the findings, it was recommended among others that physics teachers should be encouraged to use computer-assisted cooperative instruction to enhance students' performance.
A Framework for Mobile Learning for Enhancing Learning in Higher Education
Author: Barreh, Kadar Abdillahi
Date: 2015-00-00
Type: Journal Articles
Subjects: Electronic Learning,Higher Education,Educational Technology,Teaching Methods,Definitions,Instructional Design,Instructional Development,Course Organization,Course Content,Course Descriptions,Technology Integration,Foreign Countries

As mobile learning becomes increasingly pervasive, many higher education institutions have initiated a number of mobile learning initiatives to support their traditional learning modes. This study proposes a framework for mobile learning for enhancing learning in higher education. This framework for mobile learning is based on research conducted on the course titled &quot;Internet Technology,&quot; taught to second year students in the Department of Mathematics and Computer Science at the University of Djibouti. While the entire gamut of mobile technologies and academic applications needs to be considered, special emphasis and focus is provided to Short Message Services (SMS) and popular social network sites such as Facebook, which is widely used for recreation. This paper highlights how mobile learning using SMS and Facebook can be designed to enhance student learning and help achieve learning outcomes.