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Solar Exhaust Fan with Temperature Sensor Hamzah, Shahron Adli; Suhaimi, Suhazlan; Yani, Achmad
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-0402.395

Abstract

Household nowadays need to face the global warming and also have to face increase in cost of living. In this era also, especially Malaysia is the one of developer country, so there so many developments. So this situation can lead to many crises to the household for example dust, high temperature, and the increasing in the electrical bill. This study was aimed to develop solar exhaust fan with temperature sensor that can help the household to overcome the issue. The project used the evolutionary prototyping model. Quantitative method approaches were used for this study where 33 participants were participating in the survey before design the system and 32 respondent respond to survey during the user acceptance testing.
Flood Detection and Prevention System Ahmad, Mohamad Luqman; Suhaimi, Suhazlan
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-0402.398

Abstract

Flood is the most damaging natural disaster that happens everywhere in the world. The government would spend billions of ringgits to tackle it by creating public info flood website. The website could only be accessed by the user with an internet connection. To tackle this the researcher, develop a Flood Detection and Prevention System to sends a flood SMS alert directly to the user without the use of an internet connection. FDAP hardware consists of one microcontroller to process input and output, three sensors to detect rain, water level, and temperatures, and One GSM module to send SMS to the user directly to their phone. Development of the system will use Rapid Prototyping that focused on creating multiple prototypes until a finished product is developed. The product then will be analyzed for its usage on flood detection and prevention of flooding. A fully functional system will be developed including an SMS feature and a Web Server. Test involved functionality and acceptance test which uses a simulation environment that is created using a physical model and replica of flood phenomenon. FDAP system developed will be useful to rural villages to detect flood earlier and prevent it from harming live or properties. The finding of this study is expected to gain informative data for future flood analysis and study.
Pet Feeding System Che Hasni, Helmi; Suhaimi, Suhazlan
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-0402.400

Abstract

The objective of this research is to design an IoT (Internet of Things) that can enhance pets care and monitoring. Keeping pets has become a popular among people at the present and one of the best companions that available at home. Taking care pets need effort and time and most of the owner having problem because of their busy schedules. By utilizing the microcomputer and internet, this research will be able to feed and monitoring the pets when owner is away from their pets. We develop the prototype of food dispenser modified with servo motor, webcam, and raspberry pi. A web application is developed to control the servo motor and webcam by sending signal to the raspberry pi. To conclude, from the research we found out 79% respondents strongly agree that pet feeding system are useful and 61% want to buy the system. In future, we hope that feeding system can be apply to animals in the zoo, pet shop, wildlife department, etc.
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.
Triple-based teaching approach: ‘student as manager’ model in business studies (evaluation and result) Nallaluthan, Kesavan; Suhaimi, Suhazlan; Gopal, Revathi; Zainal, Mazlan
Global Advances in Business Studies Vol. 1 No. 2 (2022): Global Advances in Business Studies (GABS)
Publisher : Ifma Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (609.059 KB) | DOI: 10.55584/Gabs001.02.2

Abstract

The triple-based teaching approach is a student-center learning process that is implemented for undergraduate business studies. It is mixed with the game, problem, and challenge-based learning strategy that aims to prepare business students to manage unexpected and complex global or industrial issues in the 21st century. It encourages an active and reliable learning environment that requires students' creative input, collaboration, and industrial involvement. The action research method applied for this Triple-based teaching approach which implements the ‘Student as Manager’ model with a relevant task for undergraduate business students at Universiti Pendidikan Sultan Idris (UPSI). Therefore, for the pilot test the Strategic Management subject (PPB3073) A191 semester selected to implement this teaching approach. Overall result Course Learning Outcome (CLO) shows that 75.1 percent and this subject overall performance was 95.46 percent. This teaching approach beneficial for undergraduate students to getting know about industrial phenomena with 21st learning skills (collaborative, creative, critical thinking, and communication).
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.