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Fuzzy Delphi Analysis for Pedagogical Innovation Model (INO-PED) on Spiritual Element Muhammad Noor Abdul , Aziz; Mohd Yusoff, Nurahimah; Sobri Shuib, Ahmad; Syed Idrus, Syed Khalid; Khairul Nuzul Hassan, Mohd; Siraj, Saedah; Nidzam Yaakob, Muhammad; Irhash Ahmad Puad, Mohd
Proceeding of International Conference on Multidisciplinary Research Vol. 6 No. 2 (2024): ICMR
Publisher : Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/picmr.v6i2.2020

Abstract

Situated within the ambit of the Malaysian Ministry of Education's national education action plan, this study addresses a conspicuous void in understanding teachers' implementation of innovative pedagogy (Ino-Ped). Employing a robust quantitative approach, the research meticulously examines the spiritual construct within Ino-Ped. The study engaged 18 experts encompassing diverse educational backgrounds, including professionals from Public Institutions of Higher Learning, Institutes of Teacher Education, and schools. A survey featuring items pertinent to the spiritual construct was subjected to Fuzzy Delphi analysis, a method employed to gauge expert consensus. The analysis revealed a noteworthy consensus of over 75% among experts regarding the integration of spiritual development within Ino-Ped. Furthermore, the study identified nine specific items associated with the spiritual construct that met the predefined threshold (d ≤ 0.2). These items were subsequently prioritized based on expert recommendations, providing valuable insights for further exploration. The study's findings underscore the paramount importance of incorporating spiritual values into pedagogical practices, contributing to an enriched teaching and learning environment. Beyond this immediate impact, the study establishes a structured framework that holds implications for future research endeavors and practical applications within the expansive domain of innovative pedagogy.
Augmented reality board game in promoting financial literacy among Malaysia secondary school students Khoo, Yin Yin; Siraj, Saedah; Mohd Noor, Mohd Asri; Yoke Seng, Wong; Ramdan, Mohamad Rohieszan; Abd. Hadi, Fatimah Salwah
International Journal of Evaluation and Research in Education (IJERE) Vol 14, No 1: February 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijere.v14i1.29032

Abstract

About two third of working millennials have not saved and only 5% of millennials have enough saving. This study aimed the aim of the study is to promote financial literacy among secondary students using board games. Besides that, this study also focuses to enhance students’ financial planning skills after using the board game. On the other hand, this study also investigates whether there is any gender difference between male and female students. The study employs the survey design. A total of 235 secondary school students aged between 15-16 years old from three different states in Malaysia was taken as samples in this study. A board game with augmented reality named FinPlan was used in this study. The study found that there was no difference between test score of financial literacy among male and female. However, there were significant between personal financial planning, practices, and interest towards financial literacy. Female students were outperformed than male students in each criteria. Conceptually, this study contributes to the development of the board game in financial literacy and give insight to the potential of mobile application with augmented reality. This learning method allows students to learn the daily situation that happen such as rewards, penalties and life event. It also brings a message to students, many daily activities that we need to spend money rather than saving the money; therefore, the students must plan the money properly.