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Pull-up Counter Device Using Arduino Uno for Fitness Purposes Sulaiman, Suliana; Ahmad Shukri, Ahmad Ayyadi; Abd Wahid, Rohaizah; Mansor, Marzita; Ariffin, Asma Hanee
International Journal of Recent Technology and Applied Science (IJORTAS) Vol 4 No 2: September 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijortas-0402.393

Abstract

A pull-up is a type of upper-body exercise that involves the use of both hands. It works by raising the body's head and shoulders and bending the elbows, and extending the shoulders. It can be performed anywhere and is a great way to tone and expand various muscle groups. This study aims to design a device that can count and track the number of pull-up exercises. Pull-Up Counter Device was developed using the Rapid Prototyping model. The product was evaluated by 30 respondents. The result shows that 83.33% of the users strongly agree that the device can display the correct pull-up record on the LCD, and 50% strongly agree that the device can detect pull-up position correctly.
The Effects of Using Educational Videos in Online Learning: A Case Study for Basic Computer Science Subject Ramly, Noraliza; Rosli, Ahmad Nurzid; Suhaimi, Suhazlan; Abd Wahab, Mohd Helmy; Ariffin, Asma Hanee
International Journal of Recent Technology and Applied Science (IJORTAS) Vol 5 No 1: March 2023
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijortas-0501.479

Abstract

This study was conducted to examine the effect of the use of educational videos in online learning which can attract students and help students understand the topic of learning more effectively. A quantitative design with a survey method was used in this study. The respondents of the study consisted of 43 teachers of Basic Computer Science subjects in the state of Perak who were selected by random sampling. A questionnaire form instrument was used to collect data based on a five-point Likert Scale. Data were analyzed by descriptive analysis where the mean amount was determined based on a predetermined level. The results show that the use of educational videos can help students understand the topics of learning effectively with an average mean value = of 4.40. In addition, educational videos also help attract students to learning topics with an average mean value = of 4.30. The implications of this study indicate that the use of educational videos in online learning is proven to have a positive impact on students.
Mobile Application for Student to Learn English Delivered in Malay Language Mohd Rizal, Ernie Anira; Ariffin, Asma Hanee; Mansor, Marzita; Sulaiman, Suliana; Abdul Wahid, Rohaizah
International Journal of Recent Technology and Applied Science (IJORTAS) Vol 5 No 2: September 2023
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijortas-0502.558

Abstract

Mobile learning or we can simply refertom learning is aprocess of learning via the internet network using mobile devices like smartphones, tablets, laptops, and a lot more. M-learning has increasingly become a popular trend around the globe. Moreover, Learning English is skill-based learning that requires various approaches and techniques. So, the use of technology like mobile applications is the latest solution to solve the challenges of learning English. The study aims to develop a mobile application for students to learn English grammar but delivere din our mother tongue language which is the Malay language. The application helps students learn in their leisure time with out the presence of their teacher. The software development methodology that will beused in this research is the incremental model.
Interactive Mobile Application in Learning Iban Language Jeckie, Valerie; Ariffin, Asma Hanee
International Journal of Recent Technology and Applied Science (IJORTAS) Vol 5 No 2: September 2023
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijortas-0502.571

Abstract

My Iban application is an interactive mobile application for learning the Iban language. The aim of this study is to develop a mobile application that is focusing on creating alternative tools in learning Iban language where it will ease the students to learn. This application development is based on the problem that occurred when there is no suitable application in learning Iban language among the students in primary school. The methodology that has been chosen in developing the application is the Evolutionary Prototyping model. Quantitative technique is used to test and evaluate My Iban applications. Based on the findings obtained from the users through a survey, it finds out that My Iban application have gained positive feedback. The functionality and the usability of My Iban application has been tested and approved by the user. For future works, the use of interactive multimedia elements in developing mobile applications need to be improved. In conclusion, the application hopefully can encourage the students to learn the Iban language better via mobile application.
Needs Analysis for E-WLOAD Ariffin, Asma Hanee; Abdul Wahid, Rohaizah; Mansor, Marzita; Sulaiman, Suliana
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 3 No 1: April 2021
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0301.197

Abstract

Isu beban tugas berlebihan di kalangan pendidik telah menghasilkan penciptaan e-WLOAD, sistem pengagihan beban tugas pensyarah (pengajaran dan pengurusan) bagi mengatasi masalah ketidak-seimbangan beban tugas dan kepakaran dalam organisasi. Walaupun terdapat pelbagai sistem dan aplikasi bagi proses pengagihan tugas di pasaran, namun ianya tidak mengkhususkan kepada bidang pendidikan yang melibatkan pelbagai sumber pengetahuan dan proses yang kompleks. Pembentangan ini memfokuskan kepada kejuruteraan keperluan bagi penghasilan keperluan fungsian sistem. Proses yang terlibat adalah elisitasi dan analisis keperluan menggunakan teknik penilaian dokumen dan temubual, membina spesifikasi keperluan dan validasi spesifikasi. Dapatan akhir proses berupaya menggariskan secara terperinci keperluan fungsian sistem dari perspektif proses dan data yang terlibat. Sistem e-WLOAD mampu mencadangkan pensyarah yang bersesuaian bagi kursus berdasarkan kriteria bidang kepakaran dan kelayakan, skor kekerapan dan beban kredit pengajaran seterusnya mampu menjana jadual beban tugas pengajaran jabatan yang menitik beratkan keseimbangan beban kredit antara pensyarah dan sela masa semester pengajaran. Sistem juga mampu mencadangkan pensyarah bagi tugas pengurusan sesuai dengan kelayakan, kepakaran dan beban semasa. Needs Analysis for E-WLOAD Abstract: The issue of excessive workload among educators has resulted in the creation of e-WLOAD, a lecturer's workload distribution system (teaching and management) to overcome the problem of workload imbalance and expertise in the organization. Although there are various systems and applications for the task distribution process in the market, but it does not specialize in the field of education which involves various sources of knowledge and complex processes. This presentation focuses on engineering requirements for the production of system functional requirements. The process involved is elicitation and needs analysis using document evaluation and interview techniques, constructing specification requirements and validation of specifications. The final findings of the process are able to outline in detail the functional requirements of the system from the perspective of the process and the data involved. The e-WLOAD system is able to recommend suitable lecturers for the course based on criteria of expertise and qualifications, frequency scores and teaching credit load which in turn is able to generate a departmental teaching workload schedule that emphasizes the balance of credit load between lecturers and teaching semester intervals. The system is also able to recommend lecturers for management tasks in accordance with current qualifications, expertise and load. Keywords: e-WLOAD, Needs Analysis, Workload.
Development of Computerized Games Pintar-II for the Basic Subject of Computer Science Form 1 Mohd Ariffin, Nurul Afidah; Ariffin, Asma Hanee; Suhaimi, Suhazlan; Rosli, Ahmad Nurzid; Abd Wahab, Mohd Helmy
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 3: December 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0403.394

Abstract

Revolusi terbesar dalam bidang pendidikan adalah dengan berkembangnya pembangunan teknologi multimedia. Pelbagai strategi pengajaran dihasilkan bagi meningkatkan minat dan kefahaman murid dalam menguasai kesemua mata pelajaran. Namun penggunaan teknologi ini masih kurang digunakan untuk menghasilkan bahan bantu mengajar bagi kesemua mata pelajaran terutama bagi mata pelajaran Asas Sains Komputer (ASK). Permainan Pintar IT merupakan permainan berkomputer yang dibangunkan menggunakan Game Maker bagi menarik perhatian dan minat pelajar mempelajari teori khusunya subtopik Asas Pemikiran Komputasional dalam mata pelajaran ASK Tingkatan 1. Reka bentuk permainan ini dibangunkan dengan menggunakan kesemua elemen multimedia yang jauh lebih menarik dan sesuai dengan persekitaran zaman sekarang. Permainan merupakan satu pendekatan yang lebih efektif digunakan dalam sektor pendidikan waktu ketika ini. Metodologi bagi pembangunan permainan ini menggunakan ADDIE model yang terdiri daripada lima fasa iaitu fasa reka bentuk, fasa pembangunan, fasa pelaksanaan dan fasa penilaian. Kajian tinjauan Pintar IT dilakukan menggunakan Sytem Usability Scale (SUS) dan keputusan menunjukkan permainan Pintar IT memperolehi sebanyak 71.3% dan ini dapat membantu menarik minat pelajar mempelajari subjek ASK Tingkatan 1. Development of Computerized Games Pintar-II for the Basic Subject of Computer Science Form 1 Abstract: The biggest revolution in the field of education is with the development of multimedia technology. Various teaching strategies are produced to increase students' interest and understanding in mastering all subjects. However, the use of this technology is still less used to produce teaching aids for all subjects, especially for subject of Asas Sains Komputer (ASK). Pintar IT game is a computer game developed using Game Maker to attract students 'attention and interest in learning theory, especially the subtopic of Asas Pemikiran Komputasional in the subject of ASK Form 1. The design of this game is developed using all the multimedia elements that are much more interesting and suitable for today's environment. Games are a more effective used in the education sector today. The methodology for the development of this game uses ADDIE model which consists of five phases of analysis, design, development, implementation and evaluation. Permainan IT survey study was conducted using the System Usability Scale (SUS) and the results showed that Permainan IT game obtained 71.3% and this can help student to attract and learn the subject of ASK Form 1. Keywords: Addie Model, Gaming, Learning Tool, Sytem Usability Scale.