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Journal : Journal of Engineering, Technology, and Applied Science (JETAS)

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.