E-learning Courseware Development for Power Electronics Course
Based on the results of studies in the power electronics course, it shows that learning outcomes in the power components of semiconductors and inverter systems are not satisfactory. Innovation in teaching materials is an alternative to increasing this competency. This paper purposes a learning module through e-learning that is valid, practical, and effective, therefore it can improve student learning outcomes and motivation. This study uses a research and development method with the Plomp development model. The research subjects were electrical engineering education students taking power electronics courses. The data analysis technique used is descriptive analysis technique to describe the validity, practicality, and effectiveness of the learning module through e-learning. The result of the research is a learning module through e-learning that is valid, practical, and effective on the component material of semiconductor and inverter power systems that can improve student learning outcomes and learning motivation
International Journal of Interactive Mobile Technologies (iJIM); Vol. 16 No. 03 (2022); pp. 66-81
International Association of Online Engineering (IAOE), Vienna, Austria
Copyright (c) 2022 Krismadinata Krismadinata, Rudi Mulya, Monica Danni Juwita
The Impact of Using Blackboard on Student’s Grades
The Learning Management System (LMS) is a core system that contributes to support e-learning, managing content, provide learning tools, and facilitate communication between students and teachers. This project aims to measure the impact of Blackboard-based e-learning use. We measure the effect of blackboard use on male students by comparing male and female students ’degrees of online learning (online class preparation) and traditional (face-to-face) learning at Qassim University, using statistical methods and data mining algorithms. We also develop A supportive tool that helps teachers manage some important tasks such as (student attendance, interaction, grades ... etc.). This tool will take student information and push automatic notifications to all concerned people via SMS.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 23 (2021); pp. 148-163
Copyright (c) 2021 Dalia Alshmasi, Jawaher Alharbi, Nada Alhothly
Integrating Cloud with Self Service Kiosk: An Impact Study on Society Evolution
Self-Service Kiosks is the invention of moving technologies with improving the services into a new era of rapid development to society. Using Self-Service Kiosks changing the lifestyle schedule of the day, no need to make free time during the working hours to accomplish the services you need, as it's available 24/7. Public sectors are adopting SSKs at a high rate knowing its potential in revolutionizing how services are offered by improving work efficiency, work experience, relieving human workloads and reducing service cost. The integration of cloud technologies with SSK is an emerging tendency. The survey conducted in the form of questionnaire indicates that cloud enabled SSKs are aesthetically appealing and its implementation would assist in offering right content to a right person at the right time. As several industries adopted SSKs technology to provide their services, this study aims to understand the impact of the self-service kiosk on society and explain the association between self-service kiosk and cloud- computing.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 23 (2021); pp. 186-194
Copyright (c) 2021 Fetoon Algarawi, Nabeel Khan
Analyzing Graduation Project Ideas by using Machine Learning
The graduation projects (GP) are important because it reflects the academic profile and achievement of the students. For many years’ graduation projects are done by the information technology department students. Most of these projects have great value, and some were published in scientific journals and international conferences. However, these projects are stored in an archive room haphazardly and there is a very small part of it is a set of electronic PDF files stored on hard disk, which wastes time and effort and cannot benefit from it. However, there is no system to classify and store these projects in a good way that can benefit from them. In this paper, we reviewed some of the best machine learning algorithms to classify text “graduation projects”, support vector machine (SVM) algorithm, logistic regression (LR) algorithm, random forest (RF) algorithm, which can deal with an extremely small amount of dataset after comparing these algorithms based on accuracy. We choose the SVM algorithm to classify the projects. Besides, we will mention how to deal with a super small dataset and solve this problem.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 23 (2021); pp. 136-147
Copyright (c) 2021 Hajar A. Alharbi, Hessa I. Alshaya, Meshaiel M. Alsheail, Mukhlisah H. Koujan
Enhancing HOTS using Problem-Based Learning and Digital Game in the Context of Malaysian Primary School
Learning in the 21st century emphasize on development of higher order thinking skills such as problem-solving skills with substantial highlight was given toward student-centred approach. Digital game and problem-solving activities are an ideal combination of student-centred approach which facilitate active participation for students to practice and develop their thinking skills. This study was conducted to investigate the effect and the process of using digital game and problem-based learning skills to enhance higher order thinking skills in primary school student in the context of Malaysia. A preliminary study was conducted to 50 samples to collect data about their current higher order thinking skills level. The result shows samples are good in identify problem and solution, but weak in decision making and reasoning. To study the effect of digital game and problem-based learning combined in enhancing higher order thinking skills, a pre-test and post-test was conducted to 35 samples before and after three sessions of digital game problem-based learning section. After running a paired sample t test upon the pre-test and post-test, the result show that the combination of digital game and problem-based learning have significant effect in enhancing higher order thinking skills. To understand samples’ learning process, reflection journal was used after each learning section and an interview was conducted following the post-test. The data gathered indicate samples do enjoy learning with digital games and problem-based learning, and they agreed the approaches help them to learn better. However, they expected for more exciting games and group activities in the future. This study opens a gateway for developing student-centred and fun learning approach that beneficial toward student’s higher order thinking skills.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 16 No. 02 (2022); pp. 101-112
Copyright (c) 2021 Liew Chuang Tong, Mohd Shafie Rosli, Nor Shela Saleh
The Impact of Social Media on the Use of Code Mixing by Generation Z
Generally, generation Z mixes English and Indonesia when communicating with each other. This is a sociolinguistic phenomenon called code-mixing, which impacts social media as a part of the development of Information Communication Technology (ICT). Therefore, this study investigates the impact of social media on the use of code-mixing by generation Z. This study was carried out at Serang Raya University, Indonesia, where English is the only foreign language used to teach students. The research also aims to highlight the contribution of social media in code-mixing and determine the reasons this generation uses English and Indonesian in social media. Data were collected through self-completed questionnaires and interviews. The results showed that the use of social media had an impact on code-mixing between Indonesian and English for Gen Z.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 16 No. 07 (2022); pp. 54-69
Copyright (c) 2022 Nafan Tarihoran, Eva Fachriyah, Tressyalina Tressyalina, Iin Ratna Sumirat
Basic Refinery Training Courseware in Enhancing Technical Employees’ Visualization Skills
Various research has been conducted to enhance the employees’ visualization skills in different areas and the importance and the role of visualization skills towards the employee’s achievement, especially in the industry such as manufacturing, medical, oil and gas field, and many more. To improve visualization skills, the use of effective training methods and tools should be applied to facilitate and enhance the understanding and performance in general, in a way to help them solve problems at the workplace. Thus, the aim of this paper focuses to the attention on the practical use of augmented reality (AR) with the ability of digital mobile application in the crude oil refinery process within the oil and gas industry environment, describing the potential and the effectiveness of the technology to enhance the visualization skill among the technical employees. This study used Basic refinery courseware that can be accessed via digital network to give an interactive training experience that can enhance technical employees' visualization skills. This courseware shows the positive effect and impact on technical employees’ visualization skills and performance based on the results. The results have also shown an increased motivation, making them more cooperative and developing visualization skills more quickly. Considering these results, it can be concluded that Basic Refinery training courseware based on augmented reality application is an effective and beneficial tool to be applied in training programs among the workplace's technical employees.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 23 (2021); pp. 45-56
Copyright (c) 2021 Dayana Farzeeha Ali, Norarbaiyah Yaacob, Abdul Halim Abdullah, Norasykin Mohd Zaid, Mahani Mokhtar, Nor Hasniza Ibrahim
Deep Learning Technique of Sentiment Analysis for Twitter Database
Sentiment investigation is the progression of calculating, recognizing as well as classifying the people mentality stated in the outline of the manuscript and the outlook of the individual concerning the particular subject matter can be investigated with the assist of that statistics. The information is accumulated by way of the assistance of API in favor of classifying of the end outcome based on the information collected as in Negative way, Neutral way and Positive way with the support of the scoring polarity allocated in favor of every statement that are collected. These data are fruitful for discovering and enhancing the consumer requirements and to acquire better tune-up. Major improvement of using the concept of sentiment analysis is to develop the user needs by straightforwardly collecting the information from the outsized set of consumers.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 16 No. 01 (2022); pp. 184-193
Developing Android-Based Interactive E-Modules on Trigonometry to Enhance the Learning Motivation of Students
The development of technology is growing very rapidly, then it should be used for improving many important aspects of our daily life, such as learning innovation. This study aims to develop an android-based interactive e-module on trigonometries’ topic to enhance the learning motivation of students. The topic of trigonometry is chosen because it lacks to be discussed. Many Android-based interactive e-modules are generally limited on numbers. On the other hand, online learning policies during pandemics make many students feel bored, one of which is because the learning applied by the learning media or methods chosen by teachers is monotonous and less attractive. The contents of this e-module consist of learning outcomes, material descriptions, learning videos, and quizzes. The method in this study is Research and Development with the ADDIE model. The ADDIE model has five stages: Analyze, Design, Development, Implementation, and Evaluation. The main key in this method is the iteration process. Before the trial, the e-module is validated by substantial experts and learning media’s experts. The substantial experts gave a score of 4.32 out of 5 which indicates the modules are valid substantially. The learning media’s expert gave a score of 4.18 out of 5 which indicates the modules are very valid. Then, these e-modules are implemented into small classes and large classes. The practicality and the effectiveness of these e-modules are measured. The practicality of these e-modules in the small class has a score 4.18 out of 5, while it has a score of 4.28 out of 5 in the large class. The effectiveness of this e-modules in small class have score 4.28 out of 5, while it has score 4.31 out of 5 in a large class. These results indicate that android-based interactive e-modules are effective and recommended to be used in the teaching-learning process on trigonometry.The development of technology is growing very rapidly, then it should be used for improving many important aspects of our daily life, such as learning innovation. This study aims to develop an android-based interactive e-module on trigonometries’ topic to enhance the learning motivation of students. The topic of trigonometry is chosen because it lacks to be discussed. Many android-based interactive e-modules are generally limited on numbers. On the other hand, online learning policies during pandemic make many students feel bored, one of which is because the learning applied by the learning media or methods chosen by teachers is monotonous and less attractive. The contents of this e-module consist of learning outcomes, material descriptions, learning videos, and quizzes. The method in this study is Research and Development with the ADDIE model. The ADDIE model has five stages: Analyze, Design, Development, Implementation, and Evaluation. The main key in this method is the iteration process. Before the trial, the e-module is validated by substancial experts and learning media’s experts. The substancial experts gave a score 4.32 out of 5 which indicates the modules are valid substancially. The learning media’s expert gave a score 4.18 out of 5 which indicates the modules are very valid. Then, this e-modules is implemented into small class and large class. The practicality and the effectiveness of this e-modules are measured. The practicality of this e-modues in the small class have score 4.18 out of 5, while it have score 4.28 out of 5 in the large class. The effectiveness of this e-modules in small class have score 4.28 out of 5, while it have score 4.31 out of 5 in large class. These results indicate that android-based interactive e-modules are effective and recommended to be used in teaching-learning process on trigonometry.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 16 No. 02 (2022); pp. 159-170
Copyright (c) 2021 Asmianto Asmianto, Kridha Pusawidjayanti, Mochammad Hafiizh, Desi Rahmadani, Sapti Wahyuningsih
Application of Science Media for Science Communication in Postgraduate Course to Elicit Emancipation
This study reports on redesigning learning outcomes in terms of postgraduates’ communication skills through science media communication with the aim for interactive teaching and learning. Communication in science education entails the image of science known as scientific epistemology. Therefore, the inclusion for learning about the philosophy of science among postgraduate students must not be limited to understanding the descriptive tenet of the philosophy. The initial work for this study attempts to assess whether learning about the philosophy of science dictates reflexivity and emancipation. Previous studies have not reached a consensus on how the impact of transformation can be created and recreated for others. Therefore, this study focuses on leveraging science media communication to foster conformity between oneself and others. Analysis was performed on ten postgraduate students’ reports, writings, and portfolios obtained throughout the semesters. The analysis aims to critically discuss the proposed solution for the paradigm shift in teaching practice, with a specific focus on the course design outcomes. Using critical discourse analysis (CDA), the analysis identified liminal phases due to bearer as a professional among the respondents that habitually liberated through the five stages of transformation designed for this course. The following four liminal phases were interpreted from the students’ reflexivity: identify negotiation, setup condition, a masking mechanism, and formation of oneself and others. Such points to the conclusion that placing students as the protagonist during the transformation process when learning the philosophy of science would expand their self-realization on the role of scientific epistemology in science education.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 23 (2021); pp. 30-44
Copyright (c) 2021 Nor Farahwahidah Abdul Rahman