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Journal : Indonesian Journal of Electrical Engineering and Computer Science

Measure learning effectiveness among children using EEG device and mobile application Magrizef Gasah; Aslina Baharum; Nurul Hidayah Mat Zain
Indonesian Journal of Electrical Engineering and Computer Science Vol 17, No 1: January 2020
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v17.i1.pp191-196

Abstract

This paper presents a method in measuring the learning effectiveness among children using EEG device and Mobile Application.  In this study, an approach to measure the children learning effectiveness using a mobile learning application and EEG device have been developed. The method used to develop the approach was from the extensive literature review from previous research related to children learning effectiveness and its experimental works. A quantitative method was used to measure the effectiveness of children learning and the result of this experimental work shows that children learning effectiveness can reach nearly 73%. Since lot of teachers and student having trouble in accessing the learning activity whether it was effective or not, this study shown a significant way to solve such problem.
Users’ emotional evaluation towards kansei-based higher learning institution website using geneva emotion wheel Punitha Turumugon; Aslina Baharum; Nadia Hanin Nazlan; Nor Azida Mohamed Noh; Noorsidi Aizuddin Mat Noor; Emelia Abdul Rahim
Indonesian Journal of Electrical Engineering and Computer Science Vol 16, No 3: December 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v16.i3.pp1547-1554

Abstract

Functionality, usability, and pleasure are the three elements that influence consumers decision-making and behavioral intentions. This study attempts to fill in the gap in the web design literature by justifying the Kansei-based engineering technique by embedding emotional cues in Higher Learning website designs. This study aims to test the effectiveness of a Kansei-based website that was designed in accordance with the Kansei-based standards for web design. Using an online Geneva Emotion Wheel survey, the results suggest that the Kansei-based website elicit favorable positive emotion from users
Stress catcher application for mobile stress monitoring using questionnaire-based Aslina Baharum; Siti Hasnah Tanalol; Cheng Xu Jian; Muhammad Omar; Noorsidi Aizuddin Mat Noor; Nurhafizah Moziyana Mohd Yusop
Indonesian Journal of Electrical Engineering and Computer Science Vol 16, No 2: November 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v16.i2.pp917-924

Abstract

Nowadays, stress has become the main reason to cause health problems. The human’s lifestyle has been increasing due to the fast development of technologies which help to improve performance and productivity indirectly increased the burden of human lifestyle. Many studies have done to identify the cause of stress and the effect of stress among university students. However, stress monitoring is not well mentioned in the previous works especially stress monitoring with questionnaire-based. Thus, this research tried to come out with a mobile application that fit to use to monitor the stress level by using a questionnaire. Mobile-D used to identify and develop the mobile application, namely as Stress Catcher. Mobile-D approach allows Test-driven development and it is suitable to use for mobile applications development. A prototype of Stress Catcher will function to prove the usefulness in human lifestyle.
Mobile learning application: flipped classroom Aslina Baharum; Lim Yi Wan; Farashazillah Yahya; Nadia Hanin Nazlan; Nor Azida Mohamed Nor; Ismassabah Ismail; Noorsidi Aizuddin Mat Noor
Indonesian Journal of Electrical Engineering and Computer Science Vol 17, No 2: February 2020
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v17.i2.pp1084-1090

Abstract

This study attempts to illustrate the phases of designing a flipped learning mobile application. It is worth noting that changes in students’ learning behavior should be met by changes in the classroom – particularly on the way a course should be delivered. Studies have shown that students who learn using the flipped learning method are less likely to fail as opposed to their counterparts in the traditional classroom setting. The rising importance and popularity of flipped learning necessitates the development of a mobile application that assists both students to learn and allow instructors to manage their course via their mobile devices, almost anywhere and anytime. The software development life cycle (SDLC) is divided into four distinct phases: 1) Preliminary study, 2) content design, 3) System design and development, and 4) System evaluation. The effectiveness of the application is tested using electroencephalography (EEG). The findings suggest effectiveness of the mobile application falls within the acceptable range. Improvements for the flipped learning mobile application is also presented.
Evaluating gender-based mobile shopping application using eye-tracking technology Aslina Baharum; Emelia Abdul Rahim; Rozita Hanapi; Noorsidi Aizuddin Mat Noor; Nurhafizah Moziyana Mohd Yusop
Indonesian Journal of Electrical Engineering and Computer Science Vol 13, No 3: March 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v13.i3.pp1095-1101

Abstract

The mobile applications (apps) development has been gaining popularity for the past few years. Some mobile apps have been failing in its popularity because of the unattractive user interface and bad interaction with the apps. This was proven by previous researchers who have stated that the interaction between a user of mobile application and a graphical user interface could lead to some misunderstandings, errors and frustration from an inability to achieve a goal and could lead to failure of the mobile application. Most of the mobile application developers have been facing proper graphical user interface design recently. There is a noticeable lack of studies and research in the area of mobile application design compared to web application user interface (UI) design. Therefore, this research was done to evaluate the different gender on the mobile shopping application using eye-tracking technology. This research had proposed guidelines based on gender for mobile shopping application. These proposed guidelines can be preferred in the designing process of a mobile shopping application as it could provide a better user interaction and would prevent failure in its popularity by providing fast and user friendly interface.
Evaluation on effectiveness of learning linear algebra using gamification Rini Hafzah Abdul Rahim; Aslina Baharum; Hanafi Hijazi
Indonesian Journal of Electrical Engineering and Computer Science Vol 17, No 2: February 2020
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v17.i2.pp997-1004

Abstract

This study evaluate effectiveness of learning Linear Algebra using gamification strategy. In this study, gamification with storytelling strategy is used as teaching tools to attract student to learn Linear Algebra. This study using Polytechnic Malaysia syllabus with focus group of Diploma students for semester three (Mechanical Engineering) and semester four (Electrical Engineering) for two topics; Matrix and Numerical Method. They are five methods of calculation simultaneous linear equations which is ‘Inverse’, ‘Cramer's Rule’, ‘Gauss Elimination’, ‘Lower Upper Doolittle’ and ‘Lower Upper Crout’. They are three main phases to develop this gamification; Pedagogy Phase, Design Phase and Evaluation Phase. Mixed methods approach combining quantitative (survey) and qualitative (Electroencephalogram) is used to evaluate students learning process using Linear Algebra gamification application. The findings of the five items surveyed showed that the acceptance of the prototype of the Linear Algebra Gamification Application was very encouraging from a total of 104 students. This is because all 38 questions for the five items earn a median of four and this indicates the majority of students choose “Agree” and “Strongly Agree”. The findings also show the percent “Agree” and “Strongly Agree” for all questions having a high percentage of between 61.5 and 94.2. This shows more than half satisfied and likes to use the Linear Algebra Gamification Application prototype. With the development of the Linear Algebra Gamification Application prototype, it is hoped that the use of learning based can be extended to a variety of subjects as well as topics to make the learning process more interesting and fun as well as helping to motivate students to learn
Identifying A User Interface Web Design Standard for Higher Learning Institutions Using Kansei Engineering Punitha Turumugon; Aslina Baharum
Indonesian Journal of Electrical Engineering and Computer Science Vol 11, No 1: July 2018
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v11.i1.pp90-97

Abstract

User interface design plays an important role in web design. Designing a user interface that satisfies the emotional needs of the users is essential as the user interface plays a crucial role in generating remarkable user experiences for websites. A poorly designed user interface leads to bad user interaction while raising the users’ arousal and a displeasing user experience with a website elicits dissatisfaction emotion where consecutively results in avoidance and prevents revisit to the website. A standard emotional based user interface web design would enhance user experience which will lead to success of a website. Kansei engineering which is a popular technique in transforming users’ feelings into product design is used in this research. This study tries to convert the feelings and emotions of users into design elements with the use of Kansei engineering technology in order to design an appropriate higher learning institution website by  identifying a standard web design that cultivates emotional engagement. A standard user interface web design guideline for the development of the higher learning institutions’ website has been proposed in this research.
An approach in creating positive emotion for children’s e-learning based on user interface design Magrizef Gasah; Nurul Hidayah Mat Zain; Aslina Baharum
Indonesian Journal of Electrical Engineering and Computer Science Vol 13, No 3: March 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v13.i3.pp1267-1273

Abstract

This paper presents an approach in creating positive emotion for children’s e-learning using user interface design. The problems that this research aims to solve are the lack of children interest in school and early childhood school dropout. This research consists of three phases where each phase has its own research method. In this paper, the proposed research method aims to identify the user interface design that could trigger positive emotion and achieved using a qualitative method and quantitative method. The result shows a guideline for creating e-learning application that could help designer and developer to develop the application. Hopefully, the guideline of the positive emotion and the e-learning application could help the children more interested in school and learning in the future.