Online ISSN: 2515-8260

Author : BAHARUM, Aslina

Design And Development Of An Augmented Reality Application To Learn Mandarin

Zaidatol Haslinda ABDULLAH SANI; Seng HUIYI; Teoh Shun HONG; Dinna N. MOHD NIZAM; Aslina BAHARUM

European Journal of Molecular & Clinical Medicine, 2020, Volume 7, Issue 8, Pages 3814-3826

This paper presents the design and development of an augmented reality (AR) app to enhance learning Mandarin among university students using a user-centered design life cycle (UCDL). A survey was conducted to investigate the difficulty of learning Mandarin and the thoughts of using technology to assist the students in learning the language. Forty-five students participated in the survey. The results show that participants have difficulty learning to speak, write, read, or listen in Mandarin, with writing was found to be the most difficult (M = 3.49, SD = .94). The majority of the participants (n = 39, 87%) reported having never seen or used an AR education app. However, most (n = 36, 80%) also said that they are interested in using an AR app to learn Mandarin. A low-fidelity prototype of an AR app to assist students in learning Mandarin was designed. An expert usability evaluation was conducted with three experts. Thirty-three usability problems were found, and further changes to the low-fi were designed. A usability evaluation of the low-fi with a group of students will be conducted followed by the app’s development. A final round of usability testing of the final app will also be conducted.

Effect Online Game Addiction In Study Grades Among University Students

Aslina BAHARUM; Afdhal Shaffy SABILI; Howard BENEDICT; Muhamad Ariff Asyraf ABU NAZRIL; Muhammad Nur Zubair DZIL RAZMAN; Rahmad Zada AHMAD KHAN; Farhana Diana DERIS

European Journal of Molecular & Clinical Medicine, 2020, Volume 7, Issue 8, Pages 3852-3864

This study is about the effect of playing various types of video games on the Universiti Malaysia Sabah students include Universiti Malaysia Sabah (UMS) Kota Kinabalu, Sandakan, and Labuan. This study used a quantitative method with 180 respondents with a few variables such as hours spend, changes of daily routine, types of games, and the changes in their grade. To collect the data sample, this study used online forms to create surveys for the UMS students to answer all the questions provided based on their experience in either video, computer, or mobile games. The data reported that respondents spent more than four hours a week playing video games in which they spent more than half an hour each day playing video games. The data also reported that most students spent more than four hours a week to study. This means for each hour they played the reprimand themselves by studying or for each hour they studied, they rewarded themselves by playing video games. Any which is remarkable as most students can score a 3.00 and higher for their current CGPA even they are playing video games every day. Following this study, we determined that there are no negative effects of gaming and changes in a daily routine on the student's study grades, but it has been shown that games do have effects on the student’s grades throughout the semester. From all the existing studies on this field, the impact of video games on the grades of the students cannot be ignored.

User Experience On Cisco Networking Academy E-Learning Platform: A Preliminary Study

Nordin SAAD; Shaliza Hayati A. WAHAB; Siti Hasnah TANALOL; Aslina BAHARUM; Noorsidi Aizuddin MAT NOOR

European Journal of Molecular & Clinical Medicine, 2020, Volume 7, Issue 8, Pages 3797-3804

E-learning platform is no longer a novelty in this era of globalization. E-learning is becoming more and more popular and can improve the existing learning system. By using the E-learning platform, students will have more options to participate in the courses that are best for them because of the E-learning's ability to accommodate large scale users. Cisco Networking Academy has been implemented in UMS since 2003. However, no preliminary study was conducted to evaluate the implementation in the aspect of user experiences. Therefore, this paper explores end-user experiences in using the platform. An online survey employing 31 participants was conducted to investigate the user experience on Cisco Networking Academy E-learning platform at Faculty of Computing and Informatics for Network Engineering program, Universiti Malaysia Sabah. A modular evaluation of key Components of User Experience (meCUE) used in the structure evaluation of the questionnaires, consists of four modules; Module 1: Product Perceptions, Module 2: User Emotions, Module 3: Consequences of Use, and Module 4: Overall Evaluation. Overall, the Cisco Networking Academy E-learning platform can be well considered. The results show that most students have a positive experience towards the platform in which 58.4% gave positive response of the excellence of the platform (answered Excellent to Very Excellent). Although the findings are in the early stages, it provides a valuable overview of the e-learning platform as one of Malaysia's most common educational platforms.

Covid-19 Crisis: Is Online Learning More Effective Than Face-To-Face Learning?

Aslina BAHARUM; Erica Fanny NASIRIN; Eva Evonna JOLIUS; Jefflie Elvin JAMES; Nur-Sharyza Henry RANDANG; Nurul Syuhaidah ZAIFULRIZAL; Farhana Diana DERIS

European Journal of Molecular & Clinical Medicine, 2020, Volume 7, Issue 8, Pages 3827-3835

Traditional face-to-face learning and online learning have become a debate for decades, which is more effective and has a significant impact on students' learning. The pandemic of COVID-19 has forced students to change their study mode from traditional face-to-face learning to online learning. This study has conducted a study to identify which ways are more effective, the traditional face-to-face learning or online learning using a quantitative method of online survey questionnaires. This study intends to fill this void in the literature and explore students’ perceptions of online learning versus traditional face-to-face learning. This study used target respondents of 148 public and private university students in Malaysia. According to the results, most of the respondents preferred traditional face-to-face learning is more effective than online learning because of some problems they encountered while doing online learning, such as lack of course instructions and unreliable university internet connection.