UTAR Institutional Repository (Universiti Tunku Abdul Rahman)
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Key elements of digital literacy in Malaysian technological learning
The 21st century has seen a significant increase in the use of technology in education, especially in Malaysia. The recent Covid-19 pandemic has accelerated this trend, making digital literacy a crucial skill for both Malaysian students and Educators, especially at the tertiary level. However, while the importance of digital literacy is well recognized, the specific aspects of digital literacy that are essential for tertiary education are not well defined. This study aims to discover what is the digital literacy level of Malaysian University students, using Universiti Tunku Abdul Rahman as a sample. The study also aims identify the key elements of digital literacy that are vital for tertiary education in Malaysia. The study achieves this through a set of semi-structured interviews to obtain a set of qualitative data, which would then be put through thematic analysis and analysed to draw the related conclusions. The study concludes that digital literacy is crucial for students to succeed in tertiary education and highlights the specific aspects of digital literacy that students and educators should focus on to aid in students’ pursuit of higher education. The study also highlights the challenges faced in researching digital literacy, and how future research could help devise better strategies to aid in improving the overall digital literacy level of tertiary educational students
Malaysians’ intention to invest in stock market: Moderator of financial literacy
This research explores how subjective norms, self-efficacy, perceived risk, and personality traits shape Malaysians’ interest in stock market investing, while also considering the role of financial literacy as a moderating factor. The research gathered responses from 387 individuals across different states in Malaysia, with data analysed with descriptive analysis, scale measurement, and inferential analysis. The results indicate that subjective norms and personality traits have the strong impact on investment decisions, while self-efficacy and perceived risk affect it not so strong. The result also show that the financial literacy enhances the effects of subjective norms and personality traits but does not significantly alter the influence of self-efficacy or perceived risk. These findings highlighted the importance of improving financial education, especially for those interested in investing but uncertain about their decisions. The insights from this research may help policymakers and financial professionals to develop more effective investment awareness program
The relationship between gendered language and gender identity in Disney’s Mulan (1998)
This study explores the relationship between gendered language and gender identity in the Disney film Mulan (1998) using a qualitative discourse analysis method. By applying the gendered language and gender performativity frameworks by Mary Crawford and Judith Butler on the data collected through Robin Lakoff and James Pennebaker and Matthew Mehl’s theorised gendered language features, this research identified the use of gendered language in the movie’s dialogue. This study analysed how media portrayals affect the formation of gender identity and how such language both supports and contradicts conventional gender norms and stereotypes. The data of this study revealed four main findings. First, gender is not innate but constructed. Second, language can be used to shape and construct gender identity. Third, while Mulan (1998) reinforced and reproduced certain societal and gender norms, it simultaneously resisted gender stereotypes to reveal the complex nature of gender and gender performance. Another conclusion that can be drawn is that language can be used to reflect and construct gender identity. Fifth, an audience’s understanding and perception of gender and gender identity can be shaped and constructed by the representation of gendered language in the media. These findings support Mary Crawford and Judith Butler’s theories on gender and language while encouraging Disney audiences to question and resist the stereotypes and norms set on men and wome
The experiences of regulating emotions among trainee counsellors in UTAR
This study explores the in-depth experiences of emotion regulation among trainee counsellors in Universiti Tunku Abdul Rahman (UTAR). The primary research objective is to examine the emotional challenges faced by trainee counsellors and the strategies they employ to regulate their emotions throughout their training. A qualitative phenomenological design was used to gain a deeper understanding of participants’ lived experiences. The study involved six trainee counsellors aged 21 to 27, selected through purposive sampling. All participants were from UTAR Kampar Campus and currently under the training program. Data were collected through semi-structured interviews using a validated interview protocol and analysed thematically. Participants described their emotional regulation journey as a balance between personal growth and emotional struggle, shaped by self-doubt, emotional fatigue, and client-related stress. Despite these difficulties, participants reported gaining resilience through strategies such as mindfulness, seeking supervision, creative self-care, and reflective practice. The findings reveal that emotional regulation is a dynamic and developmental process influenced by both internal and contextual factors. The study provides practical implications for counselling education by recommending the integration of structured emotional support and ER training into the curriculum. These insights may contribute to the emotional well-being and long-term professional growth of future counsellors
Perceived stress, loneliness, and self-esteem as predictor of aggressive behaviour among young adults in Malaysia.
This study aimed to examine whether perceived stress, loneliness, and self-esteem predict aggressive behaviour among young adults in Malaysia. A cross-sectional quantitative design was applied, and data was collected using purposive and snowball sampling methods. A total of 129 Malaysian young adults had completed self-report questionnaires via an online survey generated through Qualtrics. Current study recruited Malaysian young adults aged 18 to 24 years. Inclusion criteria required participants to be Malaysian, regardless of employment status, gender, or ethnicity. The instruments used were the Perceived Stress Scale (PSS), UCLA Loneliness Scale Version 3, Rosenberg Self-Esteem Scale (RSES), and Buss-Perry Aggression Questionnaire (BPAQ). Using multiple linear regression analysis in IBM SPSS, the results indicated that perceived stress (β = .218, p = .016) and loneliness (β = .318, p = .001) significantly and positively predicted aggressive behaviour. However, self-esteem (β = .072, p = .424) was not a significant predictor and showed positive relationship toward aggressive behaviour. These findings support the General Aggression Model (GAM). The findings suggest aggression results from the interaction of personal and situational factors. Current study emphasizes the need to explore moderating variables like emotional regulation and social support. Practically, it calls for targeted interventions, mental health programs, and policy support to reduce aggression and promote youth well-being. Future research should consider longitudinal or mixed-method approaches, examine additional variables, and explore cross-cultural comparisons to gain deeper insights into the predictors of aggressive behaviour
Enhancing student cyber security education through a personalized web-based learning system using keller’s psi
In this digital era of globalization, cybersecurity knowledge is critical for everyone, especially students ready to enter the information technology (IT) field. This Final Year Project aims to develop a web-based platform to enhance students’ understanding of cyber security. This platform will offer an interactive learning module which is covering a variety of topics. For instance, cybersecurity, ethical hacking, digital forensics, and cyber defence practices.
This proposed solution leverages modern web technologies to create an engaging and accessible learning environment. Through this platform, students will have an opportunity to explore and learn about some of the theoretical concepts, participate in practical exercises, and test their skills through simulated scenarios on the platform. Other than that, this platform will include some of the features such as progress tracking, quizzes, and forums to facilitate collaborative learning and knowledge sharing among peers.
The use of Keller's Personalized Instruction System (PSI), which enables students to study at their own speed, is a crucial aspect of the curriculum. By ensuring that students fully grasp each idea before moving on, this self-paced, mastery-based approach boosts their confidence and expertise in cyber security. The idea of this Final Year Project is significant because of its contribution to addressing the growing need for cybersecurity education. This platform's goal is to develop a new generation of cybersecurity professionals who can mitigate emerging cyber dangers by providing students with relevant information and skills
IOT-based healthcare monitoring and alert system
In order to safeguard people's health, we want efficient healthcare solutions as the number of health issues worldwide rises. One proposed solution for this problem is a real-time Internet of Things (IoT)-based health monitoring system. People may now easily check their vital signs from home using new technology, eliminating the need for them to visit hospitals. This is especially helpful for those who reside in remote or rural areas with limited access to healthcare. This lowers healthcare costs while simultaneously saving time. Additionally, hospitals may monitor their patients' vital signs with this equipment. With the use of IoT, doctors can rapidly and efficiently get relevant patient data, enabling them to make the best judgements. The goal of this project is to present an intuitive IoT-based healthcare monitoring and alarm system that gives people proactive tools to effectively manage their health. The system makes use of sensors to record vital indications such as body temperature, heart rate, and activity level, giving the user useful information. a central processing unit with the capacity to manage several inputs from different sensors. Comprehensive health data is collected using an accelerometer, temperature sensor, and pulse sensor. For accurate analysis, these inputs are transformed from analog to digital format The collected data is processed and analyzed in real-time, and efficient data storage and retrieval are accomplished by utilizing a robust database management system. A user-friendly interface makes it easy and straightforward for patients and medical professionals to access and evaluate health data
My little learner : E-learning wonderland
This project focuses on creating a complete kindergarten e-learning application called "My Little Learner: E-Learning Wonderland", intended to improve early childhood education using digital methods. The main goal is to overcome the shortcomings that currently exist in e-learning platforms for young learners, including inadequate motivation incentives, a lack of a dashboard that provides insight, an absence of a reminder notification system, insufficient support for a variety of learning methods, and a lack of interactive areas. A range of instructional materials catered to the requirements and learning preferences of children in kindergarten will be available on the app. The emphasis will be on providing an exciting and inspiring experience through interactive games, storytelling, and multimedia activities. The app will also use adaptive learning algorithms to tailor the instructional material to each child's unique learning style and speed. Creating an analytic dashboard, which offers information on the child's learning, is a crucial component of the project. This feature will make it easier for kindergarten kids and parents to monitor the learning progress and identify areas for improvement, which will improve the learning process overall. The project will use cutting-edge programming technologies, including Flutter (Dart), Firebase, and Visual Studio Code, to produce an interactive, user-friendly, and flexible learning app that supports various devices. In summary, the project seeks to develop e-learning software for kindergarten that is not only advanced in terms of technology but also sound in terms of education and designed with the unique requirements of young learners in mind. A fully working e-learning app with various instructional activities and extensive support resources to assist teachers and kindergarten children is an anticipated outcome
Edenspark kindercare: streamlined excellence in records and resource management
EdenSpark KinderCare is an innovative project situated within the fields of educational technology and administrative systems, aimed at transforming the way kindergartens manage their day-to-day operations. The project specifically addresses common administrative challenges such as fragmented record-keeping, ineffective financial management, and poor communication channels between staff and parents. These inefficiencies often hinder the smooth running of kindergartens and impact the quality of early childhood education delivery.
To tackle these issues, EdenSpark KinderCare adopts an iterative and user-focused development methodology, leveraging rapid prototyping and continuous feedback loops. The project utilizes FlutterFlow for front-end development, ensuring a responsive, aesthetically pleasing, and intuitive interface. For the backend, Firebase is employed to handle data operations, given its advantages in real-time synchronization, scalability, and robust security features. This technical stack allows for the seamless management of student records, staff profiles, attendance tracking, announcement posting, progress reporting and financial transactions, all in one unified platform.
The research process involved studying existing kindergarten management systems, gathering user input from educators and administrators, and integrating relevant pedagogical concepts to ensure that the system aligns with educational goals. By grounding the development process in actual user needs and educational frameworks, the project delivers a practical and sustainable solution tailored for real-world application in early education settings.
The results of the project show a marked improvement in administrative efficiency, enhanced data accuracy, and strengthened communication between stakeholders. The system’s ability to provide real-time updates and centralized data access has simplified many complex processes, thereby reducing manual workload and improving decision-making for staff and management.
EdenSpark KinderCare introduces a novel approach to kindergarten management by merging modern technology with education-focused design. Its integration of FlutterFlow and Firebase not only enhances user experience but also ensures data integrity and operational scalability
Application of minimax algorithm in dots and boxes game
This project addresses the common issue of deficient artificial intelligence (AI) opponents in digital versions of the classic strategy game Dots and Boxes, which often limits gameplay engagement and strategic depth. The core problem lies in developing a strategically competent AI capable of navigating the game's large decision space and computational demands. The methodology involved implementing the Minimax algorithm as the primary decision-making engine for the AI. This was enhanced with several optimization techniques, including Alpha-Beta pruning, transposition tables, killer move heuristics, and quiescence search. For the highest difficulty setting, an iterative deepening Minimax approach was utilized alongside a heuristic evaluation function that considers score difference and strategic board positions like chains and potential opponent scoring opportunities. The research process included designing and developing a functional Dots and Boxes game prototype using C# and the Universal Windows Platform (UWP), featuring a user-friendly interface and customizable settings. Rigorous testing confirmed the application's functionality and the AI's progressive difficulty, with human players winning 70% of games on "Easy," the AI winning 50% on "Medium," and the AI achieving an 80%-win rate on "Hard". AI response times remained acceptable even on larger boards. The project successfully demonstrates the application of an enhanced Minimax algorithm to create a challenging and engaging AI opponent, effectively revitalizing the classic game by offering significant strategic depth through its advanced AI implementation and varied difficulty levels