A Systematic Review of Tablet Technology in Mathematics Education
In 2019, the mobile learning body of knowledge is extensive and much is known about the technology impacts and affordances of mobile devices in educational settings. A particular focus has now shifted toward specific technologies in specific subjects. � Mathematics is one such subject and tablets are one such technology that is gaining attention. This systematic review representing the latest generation of tablet technology within the tablet-mediated learning in mathematics body of knowledge sought to derive evidence that supported questions into (a) what math sub-disciplines were covered, (b) what technology (application/hardware) was utilized, and (c) what pedagogical approaches were deployed in educational settings. This included analysis of the (d) advantages and (e) disadvantages present in those elements. Thirty-nine relevant articles were collected from various academic technology and educational databases. The results demonstrate that tablets are being predominantly deployed in various sub-disciplines such as Arithmetic, Computation, and Geometry with the iPad as the dominant choice for tablet hardware/applications. Pedagogical approaches lean heavily on game-based learning, environment interaction, and special needs support. Technological advantages include increased collaboration and mathematics engagement enabled by tablet mobility and a high potential for customization of solutions. Developers, teachers, and researchers need to be informed of potential challenges in designing content for tablet technology deployments in mathematics.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 08 (2019); pp. 139-158
International Association of Online Engineering (IAOE), Vienna, Austria
Copyright (c) 2019 Jalal Nouri, Alexander Svela, Lechen Zhang, Olga Viberg
Integrating Cloud World Synergy in ELT to Adults: Perspectives of Handheld Technologies
The outcomes of modern technology have turned real-world interaction into a virtual community, then into a cloud one. These giant leaps aided by the excitement created by the possibilities inherent in learning through handheld technologies made using mobile devices in English language teaching (ELT) indispensable. This paper is aimed to deeply overview available handheld technologies and their features that can enable teachers in their mission. It investigates the synergy of a group of mobile devices of smartphones, tablets, iPods, iPads, E-readers, and classroom response systems, among others. These devices have been effective in everyday activities, and are expected to enrich ELT, especially in communities where there is a lack of community of practice (CoP) on the target language. To this aim, this paper was cored around reviewing the potential handheld technologies have in language classrooms. The main data were obtained from the rich body of literature, shedding more light on their properties in creating interactive communication in and out of classrooms. The findings revealed that handheld technologies can be successfully integrated into English language teaching and learning. Pedagogically, teachers are encouraged to exploit mobile devices into their classroom practices after closely testing their specifications, and scanning their advantages and shortcomings.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 10 (2019); pp. 150-168
Copyright (c) 2019 Mohammed Abdulgalil Abugohar, Kamariah Yunus
Digital Game Based Learning of Stack Data Structure Using Question Prompts
Data structure and algorithm is an important course in computer science and information technology programs, applied in almost all courses. Failure to master it will affect student's academic performance during study, getting job interviews, passing job interviews, and create an inefficient information technology worker. However, learning data structure is a worldwide problem because of its complex nature. Gameful visualization of data structures’ algorithms has been gaining momentum as it resulted in increased motivation, engagement and learning outcome. But effectiveness of game-based learning could be hindered if improper learning strategies used. Instructional scaffold in game-based learning in the form of question prompts have been found to be the most effective way to scaffold self-learn in computer-based learning. Thus, a game-based learning of stack data structure using question prompts was designed, developed and tested based on an adopted model to help students understand the algorithms of stack’s insert and delete operations for array implementation with gameplay that could create meaningful learning. A pre-game and post-game test was conducted to compare students’ performance on the topic. Results indicated a generally positive outcome.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 07 (2019); pp. 90-102
Copyright (c) 2019 rosni ramle, D'oria Islamiah Rosli, Shelena Soosay Nathan, Mazniha Berahim
Personalized Reading: Developing User-Describing Profile for Slow Learner Children
Personalization is a good supplement for learning process. It has been claimed that personalization has a huge potential of providing solution to facilitate the learning path based on children ability and preferences. Diverse research on personalized learning for children have been conducted which, are commonly concerns on the development and implementation of personalized learning products and services. However these researches have little emphasized in exploring slow learner personalized learning process particularly on their reading ability. With that, this paper aims to highlight two key important processes of personalization for slow learner children which are construction of user profile and scenario. The scope of this study is on personalization of reading for slow learner children. There were 13 slow learner children with reading difficulties from primary school participated in this study. The key findings from this study are the construction of user profile and scenario that represent the personalization for reading. These user profile and scenario construction then provide guidelines for the development of personalized interface design for slow learner reading application.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 07 (2019); pp. 103-116
A Rasch Model Analysis on Junior High School Students' Scientific Reasoning Ability
Science education that emphasizes only the count is not relevant at the moment. Students must make scientific reasoning in answering the problem. This study aims to determine students' scientific reasoning abilities in light matter. The method in this research was the descriptive method by using the survey technique. The instrument used is a description test consisting of 8 items of light matter. This test was conducted on 201 students from the eighth-grade junior high school in Banjarmasin selected at random. The RASCH model is used as a processing stage of data from raw data into logit numbers that provide information related to infit, outfit and unidimensionality using a winstep program to achieve this goal, this study investigated the quality of items from Item and person measure, Item Bias, item and person reliability, and variable map. The findings show that the scientific reasoning ability of the eighth-grade students can be at a low level. So researchers should strive to improve students' scientific reasoning abilities in future research.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 07 (2019); pp. 141-149
Copyright (c) 2019 Saiyidah Mahtari, Mustika Wati, Sri Hartini, Heny Amelia
Development of Jawi Spelling Skills Mobile Applications, 'Oh Jawiku'
In the past, Jawi script was the main medium of intermediation in Malaya. However, since the emergence of the Roman script, the use of Jawi script has been marginalized causing less awareness among some of the younger generation on the uniqueness of Jawi script. Therefore, a mobile application has been developed to attract students to explore Jawi script especially the spelling of Jawi words. This Jawi Spelling Skills mobile application used constructivism approach and ADDIE model during the development process. This study used quantitative one group pre-test and post-test research design that conducted among 20 students of a primary school. The result shows that the mean value of the post-test was higher than the pre-test which is 89.00 while the percentage of students who liked the Jawi Spelling Skills mobile learning application was high. In conclusion, the application of Jawi Spelling Skills Mobile Learning Application able to attract students to learn Jawi indirectly raised the dignity of Jawi script in the future besides supporting the 21st- century education.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 07 (2019); pp. 80-89
Copyright (c) 2019 Noor Asmina Binti Mohd Rashid, Shaharuddin Bin Md Salleh, Norah Binti Md Noor
Android Application for Children to Learn Basic Solat
The existence of mobile learning application has provided an opportunity for Islamic knowledge to be delivered widely. Accordingly, Muslim application developers have been developing Islamic-based applications for learning about hadith, prayer (solat), and Quran recitation, to list a few. The solat is the pillar of worship that helps Muslims to become better people. Therefore, it is the responsibility of parents to teach their children about solat, particularly when the latter reach the early age of seven. This study aims to (i) develop and incorporate a prayer-learning application that has multimedia elements in order to attract young users and (ii) assess the reliability of the application for children. A learning application can serve as a new method for learning about how to perform a solat. In this approach, solat can be taught digitally using a portable platform, including Android. In this study, an android learning application was developed using Waterfall methodology which consists of five phases: idea, analysis, design, development, evaluation, and final product. Adobe Flash Professional CS6 was chosen as a development platform. The application consists of four modules: “Let’s Pray,” “Five Times Prayer,” “Doa’ After a Prayer,” and “Mind Test.â€� To authenticate the application, the researchers collected data from expertise (lecturers) from the Faculty of Technical and Vocational Education and Faculty of Science, Technology, and Human Development. These respondents were selected through targeted sampling. The result concludes that the application is suitable for new learners to learn about performing a solat.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 07 (2019); pp. 69-79
Copyright (c) 2019 Norhasyimah Hamzah, Noor Dayana Abd Halim, Mohammad Hafiz Hassan, Arihasnida Ariffin
Framework for Developing a Mobile Augmented Reality for Learning Chemical Bonds
This paper presents the framework for developing a Mobile Augmented Reality (MAR) for learning Chemical Bonds, which is believed to reduce misconceptions among the students. Misconceptions always occur in classrooms, especially in science subject’s which consist of abstract concepts. It is very important that these misconceptions be reduced, because they may affect the student’s understandings of topics they have learned about. These may interfere with the student’s education, and may also affect the student’s performances afterwards. Visualization is one key approach that has been proven to help when seeking to improve the understanding of students, which has consequently led to a reduction in misconceptions. There are many technologies that have been integrated within education, and that show strong potential for producing visualizations. One of the recent popular technologies that have the potential for visualization is Mobile Augmented Reality. Mobile Augmented Reality has the ability to visualize abstract concepts through 3D images
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 07 (2019); pp. 54-68
Copyright (c) 2019 NOR FARHAH SAIDIN, NOOR DAYANA ABD HALIM, NORAFFANDY YAHAYA
Understanding the Level of Self-Directed Learning and Decision-Making Style of Construction-Related Workers
Current serious game framework still lacks in fulfilling the user's requirements. This is due to the framework elements which only focus on the process of delivery. Hence, this study was carried out to determine user’s ability in self-directed learning and their styles in making a decision. This study forms part of a larger research on a framework for serious game frameworks for hazard identification training modules. A set of questionnaire consisting of three sections which are demographic, decision-making styles and levels of self-directed learning was designed. In decision-making styles, 49 items are measured representing eight styles in decision making such as vigilant, dependent, avoidant, anxious, confident, spontaneous, brooding and intuitive. Meanwhile, a self-rating scale consisting of 50 items was used to measure the level of self-directed learning such as awareness, learning strategies, learning activities, evaluation and interpersonal skills. Data was collected from 319 construction-related workers and analysed using mean comparison and ANOVA. Findings confirmed that their style of decision-making is inclined to ‘vigilant’ and ‘brooding’ types. The results revealed two levels of self-directed learning, namely, the moderate level for supervisor and high level for general workers, skilled workers, consultants, management teams and safety trainees. This level of self-directed learning is influenced by their level of education and working experiences. The findings also highlight that decision-making style has a moderate relationship with the level of self-directed learning among construction-related workers. The study contributes to the understanding of the construction workers' needs in enhancing their skills in becoming independent and lifelong learners
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 07 (2019); pp. 44-53
Copyright (c) 2019 Norhazren Izatie Mohd, Kherun Nita Ali, Shirin Shafiei Ebrahimi, Ahmad Faiz Azizi Ahmad Fauzi
Motorsafe: An Android Application for Motorcyclists Using Decision Tree Algorithm
In Vietnam, prohibitions on using the telephone while driving vehicles have effected in a long time. However, that is relatively common and dangerous for traffic participants in reality. Along with the continuous growing of smartphones, using phone while driving is becoming a bad habit and one of the major causes of crashes and accidents of traffic in Vietnam. MotorSafe is a novel application that has been practically implemented as a solution for this problem. From the obtained data of the accelerometer sensor on the smartphone, a proposed decision tree algorithm enables device to recognize the user's status on driving a vehicle. Some necessary tasks are provided that will help drivers focus on driving instead of unnecessary behaviors.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 02 (2020); pp. 119-129
Copyright (c) 2020 Thang Van Nguyen, Van Dung Nguyen, Thi-Thu Nguyen, Phung Cong Phi Khanh, Tien-Anh Nguyen, Duc-Tan Tran