1,720,964 research outputs found
Constructing a conceptual framework on integrating the Asma Ul Husna values into the conventional design process
Nowadays, most industrial designers utilise secular design approach in designing products by implementing user-centred approach, which focuses on profit maximisation and human satisfaction. This practice is found not to be assimilated and contradicting with religion-oriented approach. It can also be considered incomplete because it only concentrates on duniawi. Unconsiously, the idea of fulfilling human wants and needs leave no option but to prioritise consumer over Allah. At the same time, they unintentionally encourage consumers to keep on seeking worldly paradise. This is contradicting with Islamic thoughts and practices. Therefore, there is a need to provide a guideline for designers by constructing a conceptual framework on integrating the Asma ul Husna values into the conventional desin process for the benefit of ummah. As an overview, this paper provides arguments about the significance to reorientate the conventional design process based on Islamic perspective of view. Infusion of Islamic knowledge by integrating the Asma ul Husna values believed to be the best solution, as gudeline in nurturing holistic and excellent designers who not only excel in duniawi but ukhrawi as well
Personalized Learning Environment (PLE) : Classification Of Dominant Learning Styles
Background: Generally, many people recognize that each person prefers different learning styles and techniques. Learning styles group common ways that people learn. Everyone processes and learns new information in different ways. Some people may find that they have a dominant style of learning, with far less use of the other styles. Objective:The aim of the study was to classify the dominant learning styles among Form 2 student of secondary school in Malacca,Malaysia. There are three types’ of dominant learning styles which is Visual, Auditory and Kinesthetic.Results: The results revealed the classification of dominant students’ learning styles. The study also can provide useful information for improving the quality of the teaching and learning experiences of students. Conclusion: Therefore,the students' learning style preference is important for a high quality, effective teaching and learning process
Mapping Of Personalized Learning Environment (PLE) Among Malaysian‟S Secondary School
Integrating informal and formal learning by using social media in education context of the pedagogical approach is called as Personalized Learning Environment or PLE. This paper reports on the implementation of Personalized Learning Environment (PLE) among Malaysian’s secondary school. The purpose of this paper is to highlight (a) Personalized Learning Environment (PLE), (b) Why use PLE, (c) Elements in PLE, (d) Framework in PLE and (e) Issues with PLE. Several surveys were developed to explore the learning needs and goals as well as to construct the vision of PLE implementation. PLE is using a variety of social media in teaching students to become effective self-regulated learners. Besides that, it may help the students acquire basic and complex personal knowledge, management skills such as for creating, managing, and sustaining
Serious Game for Autism Children: Review Of Literature
Autism Spectrum Disorder (ASD) is a pervasive developmental disorder which affects individuals with varying degrees of impairment. Currently, there has been ample research done in serious game for autism children. Although serious games are traditionally associated with software developments, developing them in the autism field involves studying the associated technology and paying attention to aspects related to interaction with the game. Serious Games for autism cover matters related to education, therapy for communication, psychomotor treatment and social behavior enhancement. In this paper, a systematic review sets out the lines of development and research currently being conducted into serious games which pursue some form of benefit in the field of autism. This paper includes a literature review of relevant serious game developments since in year 2007 and examines new trends
Personalized Learning Environment (PLE): Developing A Framework Using ADDIE Approach
Background: This paper is a review on Personalized Learning Environments (PLE) focusing on framework development. PLE are portable, ubiquitous learning spaces that allow students to learn to learn, connect with multidisciplinary viewpoints, engage in critical and creative practices, and nurture and develop their learning identity. Personalization is seen as the key approach to handle the plethora of information in today’s knowledge-based society. It is expected that personalized teaching and learning will address the needs of the learners more efficiently. Objective: The objective of this study is to develop learning framework based on the proposed model for students using PLE approach. Results: Additionally, the difference between PLE and traditional method is also presented for incorporating PLEs into a classroom. In this paper, a systematic research framework using ADDIE (Analyze, Design, Develop, Implement and Evaluate) approach is proposed for Personalized Learning Environment (PLE). Conclusion: Overall, this paper discuss the proposed of PLE framework to replace restrictive learning systems
Exploring The Potential Technology In Personalized Learning Environment (PLE)
Background: This paper explores how technology in Personalized Learning Environment (PLE) has the significant potential to become the defining technology of the twenty-first century. PLE has recently come to the discussions as a potential instructional strategy to increase student success in the online environment, yet little research exists to confirm the effectiveness of personalized learning in an online environment. Objective: A study was conducted to examine personalized learning in the online environment to determine its effectiveness on online learning. Results: The paper also highlights technical environment in creating a PLE, how does PLE works and also the implications for teaching and learning. Conclusion: In conclusion, there is a need to focus the challenge of educators towards PLE adoption and integration of technology. Further research must be conducted for using technology to successfully accomplish personalization
Personalized Learning Environment (PLE) Experience In The 21st Century: Review Of Literature
The needs and responsibilities of the student‟s role in the 21st century have changed dramatically in the era of technology and globalization. The education should welcome the new trends which would be the parts and parcels of it. For achieving the aims and objectives of education, the teachers and the students may work in collaboration. This paper aim to review out about Personalized Learning Environment (PLE), how to build a PLE, PLE framework, issues and challenges in PLE, roles of student in PLE, the implications of PLE and also the future of PLE. PLE enables learners to organize their learning, provides the freedom to choose content, and allows communication and collaboration with others easily. In addition, PLEs enable learners to continue learning after formal courses have ended, and make lifelong learning possible. Keywords-Personalized Learning, 21st century, Technology, Education, IC
THE 3D DYSCALCULIA ASSESSMENT GAME FRAMEWORK FOR DYSCALCULIA IDENTIFICATION
Dyscalculia is a hidden disability and may happen to ordinary people whether they are normal or highly intelligent students. This makes dyscalculia is challenging to identify. One method to identify dyscalculia students could be through playing games. Games concept could make the students do not feel of being tested when they are doing the test. Developing the game to fulfill the assessment purposes needs a framework that is designed for assessing. Design Play Experience (DPE) is an existing framework that supports the creation of a serious game or game-based learning. The framework contains several layers, such as learning, storytelling, gameplay, user experience. The purpose of the framework is to give a player experience in improving their skills. In this study, the DPE framework is adapted and enhanced to provide a serious game framework for assessing, identifying and monitoring dyscalculia students. The assessment result will be used to identify whether or not the student has a learning difficulty in mathematics. The enhanced framework is called 3D Dyscalculia Assessment Game (3DAG). Games that are applied with the 3DAG framework will notify where the students misconception are, so that the teacher can monitor and improve their mathematics accordingly
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
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