Intelligent Botnet Detection Approach in Modern Applications
subject: IDS
subject: IoT
subject: deep neural networks
subject: DDoS
subject: Bot-IoT.
description: Innovative applications are employed to enhance human-style life. The Internet of Things (IoT) is recently utilized in designing these environments. Therefore, security and privacy are considered essential parts to deploy and successful intelligent environments. In addition, most of the protection systems of IoT are vulnerable to various types of attacks. Hence, intrusion detection systems (IDS) have become crucial requirements for any modern design. In this paper, a new detection system is proposed to secure sensitive information of IoT devices. However, it is heavily based on deep learning networks. The protection system can provide a secure environment for IoT. To prove the efficiency of the proposed approach, the system was tested by using two datasets; normal and fuzzification datasets. The accuracy rate in the case of the normal testing dataset was 99.30%, while was 99.42% for the fuzzification testing dataset. The experimental results of the proposed system reflect its robustness, reliability, and efficiency.
creator: M. Ali Alheeti, Khattab
creator: Alsukayti, Ibrahim
creator: Alreshoodi, Mohammed
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 16 (2021); pp. 113-126
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2021-08-23
rights: Copyright (c) 2021 Khattab M. Ali Alheeti, Ibrahim Alsukayti, Mohammed Alreshoodi
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

A Review of Gamification Impact on Student Behavioural and Learning Outcomes
subject: gamification
subject: motivation
subject: engagement
subject: orientation knowledge
subject: affective outcomes
description: Gamification has become a new trend in learning in the 21st century, by utilizing technology with game elements to change behavior and support learning outcomes. However, few researchers have focused on the comprehensive impact of gamification in helping researchers to better understand developments over the past few years. The ScienceDirect, Taylor and Francis, Springer, Wiley, and SAGE publisher databases were surveyed and a total of forty articles from 2016-2021, were selected for review. Data analysis using NVivo 12 Plush software, with Hierarchy Chart and Mind Map methods. The main findings indicate the positive impact of gamification on student behavior and learning outcomes, including affective, cognitive, behavioral, and performance or others. The researcher recommends the continuity of gamification on learning outcomes and behavior, that interface design and teacher cognitive abilities are strategies or successful learning.
creator: Nurtanto, Muhammad
creator: Kholifah, Nur
creator: Ahdhianto, Erif
creator: Samsudin, Achmad
creator: Isnantyo, Fajar Danur
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 21 (2021); pp. 22-36
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2021-11-09
rights: Copyright (c) 2021 Muhammad Nurtanto, Nur Kholifah
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

Everything is Going Electronic, so do Services and Service Quality: Bibliometric Analysis of E-Services and E-Service Quality
subject: E-Services
subject: E-Service Quality
subject: Bibliometric Analysis
description: The purpose of the study was to explore the developments in ‘e-services and e-service quality’ from 2000 to 2020. Data Source: Scopus database was used to conduct the bibliometric analysis of 404 documents. Method: VOSviewer soft-ware was used to analyse the research articles associated with ‘e-services and e-service quality’ research. Search was limited to keywords of ‘e-services OR e-service and e-service quality’. Findings: Results revealed that the field of ‘Busi-ness, Management and Accounting’ had the highest number of publications. To-tal Quality Management and Business Excellence was found at the top among the most productive journals in chosen search. Chang W.-I. and Yuan S.-T. from Taiwan were found to be the leading authors among top ten authors. United States and National Cheng Kung University of Taiwan were found to be the lead-ing country and institution in the selected search of e-service and e-service quali-ty. Originality/ Value: This study, to best of our knowledge, is the first of its kind in mapping the ‘e-services and e-service quality’ literature in Scopus. This will aid in shaping the central theme and set the future research directions for the researchers.
creator: Ali, Javed
creator: Jusoh, Ahmad
creator: Idris, NorHalima
creator: Abbas, Alhamzah F.
creator: Alsharif, Ahmed H.
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 18 (2021); pp. 148-167
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2021-09-20
rights: Copyright (c) 2021 Javed Ali, Ahmad Jusoh, NorHalima Idris, Alhamzah F. Abbas, Ahmed H. Alsharif
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

Developing an Interactive University Orientation App: Potential Users’ Feedback
subject: smartphone apps
subject: higher institution
subject: gamification
subject: orientation app
description: Abstract— The use of apps has become increasingly common in higher institutions and often linked with the needs of the current generation. This qualitative study investigates the perception of undergraduate students at a university in Malaysia as part of a need analysis to develop a university orientation app. Fifteen participants were interviewed and the findings suggest that the participants have a positive perception of having the app. The positive perception is mainly based on the needs to navigate around the campus where the apps will help to make the navigation easier and effective by serving as ‘one-stop information center’. In addition to the navigation purpose, the potential users request gamification elements to keep them interested in using the app. This paper concludes that an appealing orientation app for the students should expose them to the university surrounding and at the same time contain gamification elements.
creator: Ab Rashid, Radzuwan
creator: Annamalai, Nagaletchimee
creator: Saed, Hadeel
creator: Yassin, Baderaddin
creator: Al-Smadi, Omar Ali
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 22 (2021); pp. 165-171
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2021-11-19
rights: Copyright (c) 2021 Radzuwan Ab Rashid, Nagaletchimee Annamalai
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Non-refereed Article

User Behavioral Intention to Use Online Distance Learning (ODL): The Role of Self-Efficacy and Domain Knowledge
subject: Online Distance Learning
subject: Domain Knowledge
subject: Self-Efficacy
subject: Behavioral Inten-tion
description: The rise of novel coronavirus 2019 has shifted the roles of education industry. Face-to-face have become a distant memory; students and educators are now heavily relying on the digital communication. Application such as Google Meet, Webex, Webinar, Stream Yard, Zoom, and many more have become the new norm among educators and students. However, the sudden dependency on the digital technologies raises a question on the user intention to use this new digital technology. Therefore, the objective of this study is to determine the role of self-efficacy and domain knowledge towards user behavioral intention to use online distance learning. An instrument was developed by adopting to previous instruments and was analyze using Statistical Package for Social Science and SmartPLS for inferential analysis. Findings shows that the exogenous variables are capable to explained between 47.8% to 68.1% of the endogenous variables.
creator: Rosman, Mohamad Rahimi Mohamad
creator: Arshad, Izzatil Husna
creator: Saleh, Mohamad Sayuti Md
creator: Abdullah, Nurulannisa
creator: Fadzil, Faizal Haini
creator: Zawawi, Mohd Zafian Mohd
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 18 (2021); pp. 4-15
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2021-09-20
rights: Copyright (c) 2021 Mohamad Rahimi Mohamad Rosman, Izzatil Husna Arshad, Mohamad Sayuti Md Saleh, Nurulannisa Abdullah, Faizal Haini Fadzil, Mohd Zafian Mohd Zawawi
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

Immersive Experience during Covid-19: The Mediator Role of Alternative Assessment in Online Learning Environment
subject: Online Learning
subject: Learning Experience
subject: Immersive Experience
subject: Covid-19
subject: Media-tor Analysis
description: Covid-19 pandemic has changed the education landscape hence students’ learning experience. The conventional face-to-face classroom has transformed into a synchronous online mode with minimal digital readiness. In the immense situations during the acquisition of knowledge, their learning absorptive capacity may be disrupted. To unpick their learning proficiency and design complex interactivity, this paper considers a digital platform for structured learning activities. The study particularly examines how various factors are associated with students’ online learning experience, particularly during the pandemic. An online survey of 312 respondents who used the Blackboard online learning platform was conducted, and a PLS-SEM analysis indicated that an alternative assessment mediated the relationship of learning readiness, student engagement, and student motivation toward student learning experience simultaneously. Overall, our study reiterates the need to address the mediator role of alternative assessment to succeed in online courses.
creator: Ong, Mohd Hanafi Azman
creator: Yasin, Norazlina Mohd
creator: Ibrahim, Nur Syafikah
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 18 (2021); pp. 16-32
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2021-09-20
rights: Copyright (c) 2021 Mohd Hanafi Azman Ong, Norazlina Mohd Yasin
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

Malaysian Undergraduates’ Perceptions of Online Approach via Skype in Developing Speaking Skills
subject: Skype
subject: Speaking Skills
subject: Online Platforms
subject: Perceptions
subject: Malaysian Undergradu-ates
description: Speaking skill pedagogy has always remained a huge enigma for English as a Second Language (ESL) educators. Despite the challenges, the need to master the skills prevail in academia. The undergraduates especially those from the technical division seem to grapple with the ability to perform well in their studies and market their products upon employment due to the inability to communicate well in English. Nowadays, there are numerous platforms available for ESL learners to improve their speaking proficiency. Thus, this paper intended to study the effectiveness of using Skype as an online platform to help students enhance their confidence in speaking in English. 100 reflective journals of first year undergraduates who enrolled in an English course were collected. Meanwhile, 10 undergraduates were randomly selected to participate in the semi-structured interview. All the participants’ reflections and views were analyzed and thematized using Transana software. Four main themes emerged: account possession; familiarity; challenges; and features. It was found that many participants were aware of Skype but did not have the account prior to the study. Majority of the participants admitted that Skype activities helped them to converse better which enhanced their motivation to speak in English more confidently and fluently.
creator: Palpanadan, Sarala Thulasi
creator: Ahmad, Iqbal
creator: Subramaniam, Tamil Selvan A/L
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 18 (2021); pp. 168-177
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2021-09-20
rights: Copyright (c) 2021 Sarala Thulasi Palpanadan, Iqbal Ahmad
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Non-refereed Article

Weight Influence of Logarithmic and Exponential Functions on the Selection of Wireless Networks Using Multi-Criteria Decision-Making Methods
subject: Multi Criteria Decision Making
subject: AHP
subject: TOPSIS
description: This research aims to study the influence of logarithmic and exponential functions on the multi-criteria decision-making algorithm that changes the linear to the nonlinear method. It is carried out to better understand the multi-criteria decision-making (TOPSIS) algorithm whereby these functions may influence the criteria weights during the selection of the best network. The experiment is applied under different network types to evaluate the most optimum network that leads to better throughput, low latency, minimum BER, and low price per MB. The algorithms are assessed in MATLAB simulation environments. In addition, the adoption of the Wi-Fi networks standard is determined by factors such as bandwidth, signal to noise ratio and the channel modulation technique during the decision-making process. The simulation results showed that the exponential function had produced approximately similar results to that of linear TOPSIS algorithm because both keep the weights to demonstrate positive values. However, logarithmic TOPSIS produced different results and a worst-case scenario, as the weights have negative values which lead to a phase shift of 180⁰ during the decision process. Thus, linear TOPSIS was found to have the best results while logarithmic TOPSIS had the worst outcome.
creator: Zentani, Abdulhakim
creator: Zulkifli, Nadiatulhuda
creator: Ramli, Arnidza
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 16 No. 01 (2022); pp. 132-144
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2022-01-18
rights: Copyright (c) 2021 Abdulhakim Zentani, Nadiatulhuda Zulkifli, Arnidza Ramli
rights: https://creativecommons.org/licenses/by/4.0
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

Readiness for the Implementation of Ubiquitous Learning in Programming Course in Higher Education
subject: u-learning
subject: perception
subject: programming
subject: instructional
description: The use of information technology in education is inevitable by the increasing utilization of gadgets and the internet. The emergence of generation Z has driven the need for transformation in learning process, including in Higher Education area. Learning programming is important and fundamental for informatics students. Numerous endeavors have been executed to achieve satisfactory results that is absorption of graduates within the society and industry. However, there are still many efforts that must be done to meet the high need for informatics graduates who are experts in programming. Ubiquitous learning (u-learning) is a mean for learning anywhere, anytime and through anything that aims to provide the right information at the right time and place to accommodate a lifestyle by utilizing technology. In order to harmonize the current generation Z learning styles, u-learning is considered suitable to comply with their style. This research is a descriptive study design to describe the current situation as a basis for finding facts. The results showed that the students' perceptions showed that the support of the u-learning environment could support them in improving programming learning outcomes and u-learning could be applied in programming learning.
creator: Istiyowati, Lucia Sri
creator: Syahrial, Zulfiati
creator: Muslim, Suyitno
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 18 (2021); pp. 33-46
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2021-09-20
rights: Copyright (c) 2021 Muhammad Imran Qureshi, Lucia Sri Istiyowati, Zulfiati Syahrial, Suyitno Muslim
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

Dual Mode Module as New Innovation in Learning Chemistry: Project Based Learning Oriented
subject: Project Based Learning
subject: Chemistry
subject: Rate of Reaction
subject: Science Process Skills
subject: Chemical Representation
description: Chemistry is branch of science that is different because of chemical representations. The chemical representation made students assumed that chemistry is difficult. Students must master chemical representation to be able understand chemistry deeply. Besides, science process skills are crucial skills in learning chemistry, however, the students’ science process skills are rare to be involved. Chemical representation and science process skills have relationship each other. Nowadays, it was still difficult to find module could be used either face-to-face learning or online learning. Therefore, this study aimed to develop valid module integrated chemical representation and science process skills, and can be used in face-to-face learning and online learning (dual mode module) and to investigate teachers’ response about module. The research design used was ADDIE, data collected by using online validation form that was given to 6 validators to assess module based on suitability content, potential effectiveness, and overall satisfaction. To investigate chemistry teachers’ response to module, the online questionnaire given to teachers and it was further analyzed using percentage and compare to criteria of validity and criteria of response user. Th result found that module developed is valid with suitability content is 90.7%, potential effectiveness is 92%, and overall satisfaction is 92.5%. The chemistry teachers’ response showed that this module is very good criteria (92.36%). Therefore, dual mode module hopefully would be used in learning chemistry as media in face-to-face learning and online learning and also support chemical representation and science process skills among students.
creator: Apriwanda N., Wimbi
creator: Mahanan, Mangai Solomon
creator: Ibrahim, Nor Hasniza
creator: Surif, Johari
creator: Osman, Sharifa
creator: Bunyamin, Muhammad Abd Hadi
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 18 (2021); pp. 47-64
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2021-09-20
rights: Copyright (c) 2021 Nor Hasniza Ibrahim, Johari Surif, Wimbi Apriwanda N., Mangai Solomon Mahanan
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article