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2021
"IMPLICATION OF STUDENTS’ PERFORMANCE AND
OBSTACLES THROUGH OPEN DISTANCE LEARNING (ODL)
TEACHING METHODS DURING MOVEMENT CONTROL ORDERS
(MCO), COVID-19"
SIG CS@e-LEARNING
Unit Penerbitan JSKM
UiTM Cawangan Pulau Pinang
Volume 2, August 2021
i
IMPLICATION OF STUDENTS’
PERFORMANCE AND OBSTACLES THROUGH
OPEN DISTANCE LEARNING (ODL)
TEACHING METHODS DURING MOVEMENT
CONTROL ORDERS (MCO), COVID-19
ii
IMPLICATION OF STUDENTS’ PERFORMANCE AND OBSTACLES THROUGH
OPEN DISTANCE LEARNING (ODL) TEACHING METHODS DURING
MOVEMENT CONTROL ORDERS (MCO), COVID-19
Advisor
Norazah Umar, Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
Chief Editor
Ts. Jamal Othman, Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
Editors
Dr. Rozita Kadar, Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
Wan Anisha Wan Mohammad, Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
Copyright@2021 by Unit Penerbitan JSKM
Universiti Teknologi MARA
Cawangan Pulau Pinang
13500 Permatang Pauh
Pulau Pinang
Malaysia
All rights reserved. No parts of this publication may be reproduced or distributed in any
form or by any means, or stored in a database or retrieval system, or transmitted in any
form or by any means, electronic, mechanical, photocopying or otherwise, without the
prior written permission of the publishers.
ISBN: 978-967-25608
iii
PREFACE
First and foremost, I would like to express my gratitude to the editorial team for their
enthusiasm and diligent in making this edition published punctually. On behalf of the editorial
board, I wish to express my sincere appreciation to our coordinator, Mrs. Norazah Umar, which
give the moral supports in the completion of this edition. Thanks to all authors for your
participation and without your support, this publication is impossible.
The first edition has been published in 2020 with 18 papers contributed by the authors. The
authors had shared ideas, tips, creativities, innovations and new experiences among educators
applies attractive tools, applications, systems and peripherals to conduct the online class to their
students effectively. Through this sharing, the readers will gain knowledge and experience on how
to improve the teaching and learning curve among students and educators. Indirectly it helps the
community to develop their knowledge and skills that they will need in a digital age: not so much
digital skills, but the thinking and knowledge that will bring them success in future obstacles and
challenges.
The second edition concentrates on the obstacles and performances among students with
Open Distance Learning (ODL) during Movement Controls Orders (MCO). After three semesters
of ODL methods teaching experience, the educators are encouraged to share issues, experiences
and innovative ideas by comparing and analyze the data of students’ performances. Quite number
of outstanding papers that have been presented and the authors are encouraged to improvise the
contents and submit to recognized journals indexed by ERA/SCOPUS/WoS.
The SIG CS@e-Learning will continue and actively participating in publication of
academic articles in high impact of journal. Since the University has set the new rules of staff
promotion, the SIG group under Publication Unit of JSKM is already strategized the planning
towards to achieve the department and university KPI. Hopes JSKM will achieve the highest
numbers of academic articles published in high impact of journal within 5-year time, InshaAllah.
Ts Jamal Othman
Chief Editor
SIG CS@e-LEARNING
Implication of Students’ Performance and Obstacles Through Open Distance Learning (ODL)
Teaching Methods During Movement Control Orders (MCO), COVID-19
Vol. 2, 2 Aug 2021
iv
TABLE OF CONTENTS
Page
Preface iii
PRE-COMMERCE STUDENTS PERCEPTION TOWARDS ONLINE
MATHEMATIC COURSES
Azlina Mohd Mydin, Wan Anisha Wan Mohammad, Naemah Abdul Wahab,
Siti Nurleena Abu Mansor
1
A COMPARATIVE STUDY ON THE HYBRID TEACHING APPROACH OF BASIC
BUSINESS MATHEMATICS TO PRE-COMMERCE STUDENTS DURING MCO
Norazah Umar, Jamal Othman, Rozita Kadar, Nurhafizah Ahmad
9
STUDENTS READINESS IN LEARNING MAT037 USING ONLINE DISTANCE
LEARNING (ODL)
Azlina Mohd Mydin, Wan Anisha Wan Mohammad, Elly Johana Johan, Rozita Kadar
18
SIRT: PEMBELAJARAN SECARA INTERAKTIF SEMASA PDPR
Wan Anisha Wan Mohammad dan Azlina Mohd Mydin
24
IDENTIFYING STUDENTS’ PREFERENCE IN DELIVERING HANDS-ON
MATERIALS DURING ONLINE DISTANCE LEARNING (ODL) FOR
MULTIMEDIA COURSE
Wan Anisha Wan Mohammad, Naemah Abdul Wahab, Elly Johana Johan,
Azlina Mohd Mydin
29
PELAJAR ‘MATI KUTU’ DENGAN TUGASAN PENGATURCARAAN:
BAGAIMANA MENGATASINYA?
Elly Johana Johan, Wan Anisha Wan Mohammad, Azlina Mohd Mydin,
Syarifah Adilah Mohamed Yusoff
35
InCeS : PEMBELAJARAN BERASASKAN PERMAINAN
Azlina Mohd Mydin, Siti Nurleena Abu Mansor, Wan Anisha Wan Mohammad,
Mahanim Omar, Rafizah Kechil, Siti Mariam Saad
45
A STUDY ON PERCEIVED STRESS AMONG NEW TERTIARY EDUCATION
INSTITUTION STUDENTS IN MALAYSIA
Mohd Syafiq Abdul Rahman, Norazah Umar, Zuraira Libasin, Ahmad Rashidi Azudin,
Nur Azimah Idris
54
FAVOURED INSTRUCTIONAL METHODS AND TEACHIING MATERIALS FOR
ONLINE DISTANCE LEARNING (ODL) LECTURES ON INTERACTIVE
MULTIMEDIA COURSE
Naemah Abdul Wahab, Wan Anisha Wan Mohammad, Azlina Mohd Mydin,
Syarifah Adilah Mohamed Yusoff
63
v
THE IMPACT OF OPEN DISTANCE LEARNING DURING COVID-19 PANDEMIC
ON SOCIAL INTERACTION AMONG UNIVERSITY STUDENTS
Noor’Aina Abdul Razak, Nor Hanim Abd Rahman, Rafizah Kechil
71
PSYCHOLOGICAL IMPACT OF COVID-19 ON UNIVERSITY STUDENTS USING
OPEN DISTANCE LEARNING
Rafizah Kechil, Nor Hanim Abd Rahman, Noor ’Aina Abdul Razak
77
ANALISA KESALAHAN PELAJAR DALAM SUBJEK STATISTIK: KAJIAN KES
BAGI SEMESTER PENGAJIAN SECARA ATAS TALIAN
Maisurah Shamsuddin, Siti Balqis Mahlan,
86
PERBANDINGAN PENCAPAIAN PELAJAR DI ANTARA PEMBELAJARAN
BERSEMUKA DAN DALAM TALIAN
Siti Balqis Mahlan, Maisurah Shamsuddin
100
APPLICATION OF GEOGEBRA SOFWARE IN GRAPH SKETCHING
Norshuhada Samsudin, Fuziatul Norsyiha Ahmad Shukri, Siti Nurleena Abu Mansor
111
PnP ATAS TALIAN : PLATFORM PILIHAN PELAJAR BELAJAR KALKULUS
DARI RUMAH DAN CABARAN YANG DIHADAPI
Fadzilawani Astifar Alias , Siti Asmah Mohamed
120
SEPINTAS LALU: TEKNOLOGI PERSUASIF DALAM DOMAIN PENDIDIKAN
Elly Johana Johan, Zalilah Abd Aziz
130
PERCEPTIONS OF STUDENTS IN LEARNING MATHEMATICS THROUGH
OPEN AND DISTANCE LEARNING (ODL)
Muniroh Hamat, Mawardi Omar, Nurhafizah Ahmad, Mohd Fahmi Zahari
138
APLIKASI ATTENDANCE STUDENT LIST (ATTsLIST) Sharifah Sarimah Syed Abdullah, Noor Azizah Mazeni
145
SIG : e-Learning@CS
eISBN : 978-967-25608-0-7
Publication Date : 02-Aug-2021
1
PRE-COMMERCE STUDENTS PERCEPTION TOWARDS ONLINE
MATHEMATIC COURSES
Azlina Mohd Mydin, Wan Anisha Wan Mohammad, Naemah Abdul Wahab and
Siti Nurleena Abu Mansor
[email protected], [email protected], [email protected],[email protected]
Jabatan Sains Komputer & Matematik (JSKM),
Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
ABSTRACT
Online classes are the new trends in all our education system due to Pandamic COVID-19. To ensure that our
education system does not lag behind, the ministry proposes to continue studies or schooling online.The student
from pre university programme also are required to join the online classes although they are new to higher
education center or university system. Pre-Commerce is one programme in PPT, UiTM that offers courses for
those who did not preform well in SPM. Most of the student who joined these programme do not get good results
in subjects like Mathematic and English. This research will study about the student perception towards online
learning for mathematic course. An online survey has been conducted to study the student perspective and
adaption for online classes exspecially for matmematic subject. The sample of this study are taken from Pre -
Commerce student exspecially from UiTM Cawangan Pulau Pinang. In this study, we also elobrate the teaching
methods used by the lecturer for teaching the mathematic course.
Keywords : online classes, mathematic teaching, distance learning, mathematics education
Introductions
Since early of 2020, all over the world are lock with Pandemic COVID -19. The
routine of our lives seems to have come to a standstill due to the existence of COVID 19.
Malaysia also faces the lockdown situation due to these pandemics. The Malaysian
government has taken action to implement Movement Control Order (MCO) as these COVID
cases continues to spread. However, activities such as business, enterprise and education need
to be continued after several months of the total lockdown in the country. The ministry of
education has taken steps to operate an online learning system to continue school sessions
and higher education sessions.
All the public and private universities and colleges start their online classes around
Mac 2020. UiTM Cawangan Pulau Pinang also plans their execution of online classes.
Trainings are given to the lecturers to help them conduct the online classes. The lecturers are
given freedom to use any approaches and platform to conduct their classes.
UiTM offers a special programme named Pre-Higher Education Program (PPT) to
help SPM graduates through academic strengthening programmes at the Pre -Diploma level
and able to continue to higher level. Before the name of PPT, these programmes are known as
“Mengubah Destini Anak Bangsa (MDAB)”. PPT is one of the programmes offered to the
student who obtained Sijil Pelajaran Malaysia (SPM) results that do not meet the
requirements of UPU. Besides that, this PPT programme is intended to provide education to
poor Malay and Bumiputera children in rural and urban incomes (gross salary) mother and
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father less than RM 4,000 PER MONTH. All the UiTM branches offer two programmes
under this PPT course named Pre -Diploma in Commerce (Pre-Commerce) and Pre -Diploma
in Science (Pre-Science). In these programmes, the students are offered only five (5) to six
(6) subjects per semester and they only have one (1) semester to complete this Pre-Commerce
and Pre-Science programme.
Pre-Commerce student are offered course name Intensive Mathematics (MAT 037) as
their approach to improvise the student knowledge and understanding in basic mathematics as
they did not score well in it. The teaching hours for this course are 10 hours per week. The
lecturers have to spend five (5) hours for lecturing and another five (5) hours for tutorial slot.
Literature Review
Education that is 100% virtual is the definition for online learning from Wikipedia.
Meanwhile, distance learning is the process whereby students who may not always be
physically present at a school or higher education institutions (Kaplan, Andreas, Haenlein,
2016; Honeyman, Miller, 1993). Terms like distributed learning, e-learning, m-learning,
online learning, virtual classroom are interrelated and used generally synonymously with
distance education (Hodges, C., Moore, S., Lockee, & ect,2020). All the terms above will
refer and support the process of virtual learning.
To conduct online classes, all the readiness from the student side has to be considered.
The requirement and readiness for online learning is not only from the student side but it is
also importance on the side of the educators (Wan Anisha, Azlina, & Rafizah, 2020). The
readiness’s are check by the preparation including their devices, network connection, their
materials and notes.
In teaching mathematics via online class, teachers should choose teaching methods
that suit best their teaching, what with to keep students able to grasp the mathematical
concepts and able to solve the related mathematical problem statement. (Siti, Mahanim., &
Siti, 2020). Select an approach that student likes will enhance and makes they student easy to
understand the subject.
Mathematics teaching in higher education has long embraced traditional methods like
non-interactive ways of teaching mathematics in which the student is the receiver of delivery
from the teacher with minimally of participant. It is worth mentioning that methods for
implementing innovative teaching and learning in mathematics are highly heterogeneous and
widely varied as other methods including games. Innovative approaches have been appealing
for educators interested in improving mathematics instruction (Abdul Wahed, Jaworski &
Crawford, 2012).
SIG : e-Learning@CS
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Methodology
Data Collection
An online survey has been distributed among the Pre-Commerce student from
campus UiTM Cawangan Pulau Pinang. Three (3) groups of students are involved in
answering the questionnaire. Those students are from semester September 2020 to February
2021. There are three (3) parts in the questionnaire, whereby the first part is about the student
background and readiness, second part is about the Sijil Pelajaran Malaysia (SPM) result
particularly for subject Mathematic and the last part is based on their perception and
experience in learning mathematics thru online.
Analysis and Discussions
Below are the analyses for the data collected thru the survey. The analysis focus on the
respondent’s preference and acceptance for the online classes especially for MAT 037 course,
as they are new to the higher-level institutions.
Figure 1: Respondents Gender and Mathematics’ result in SPM
Figure 1 above shows the total number of students involve based on their gender and
their SPM results. There are total of 79 respondents from three groups. 48 from them are
female respondents and 31 of them are male respondents. From the figure above, most of the
students got result grade D for their Mathematics subject. Only four (4) of them score grade
A, 8 of them score grade B and 24 of them score grade C.
0
20
40
60
80
A B C D E
MALE 3 6 8 14 0 31
FEMALE 1 2 16 29 0 48
1 216
29
0
48
3 68
14
0
31
Respondant SPM retults based on Gender
MALE
FEMALE
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Figure 2: Respondent’s interest in Mathematics subject
Figure 2 shows that the respondents level of interest towards subject mathematics.
There are only 13 of the respondents who are very interested in mathematics subject and 38
of them have interest to learn mathematics subject. From the diagram also, we found that 24
of the respondents have less interest and 4 of them have no interest at all to the subject. This
situation allow us to conclude that interest in the subject leads to excellent results and vice
versa.
Figure 3: Respondents frequently attend online classes conducted
Figure above shows that the frequent live online classes conducted for MAT 037
course for the three groups involve. For this course, usually there will be 5 hours of lecture
and 5 hours of tutorial slot. 36 students responded that most of the lecturers made live online
classes almost every time. 25 of them said, there will be twice a week and 16 of them said
0
10
20
30
40
Very Interest Interest Less Interest NotInterestest
13
38
24
4
Are you interested in learning subject Mathematics?
0
5
10
15
20
25
30
35
40
Once aweek
Twice aweek
Every Time Not at all
16
25
36
2
Once a week
Twice a week
Every Time
Not at all
How often do your lecturers conduct live classes?
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once a week for the frequency of live online classes. The lecturers do more live classes so
that they can directly communicate with student to make sure the students clearly understand
the topics especially for this mathematics course.
Figure 4: Respondents preference in learning delivery method
Figure 4 above shows the respondent’s preference in style of learning delivery
methods. There are few style of learning methods used like recorded lecturing video for notes
and exercises and live teaching classes, preform exercise through WhatsApp or Telegram.
The results shows, most of the respondents prefer all of learning style. Around 22 of them
prefer to learn using recorded notes, video exercises and live teaching classes. Besides that, a
minimum number of them prefer to have live teaching classes only.
Figure 5 below shows the respondent’s perception on taking online assessment or
exam. Here, the result shows that most respondents assume that they have no problem or
difficulty taking the online assessment or exam. Only 23 of the 79 respondents found there
are some difficulty like slow or interruption in network connection.
0
10
20
30
40
50
60
i & ii i,ii,& iii ii shj iv shj
22
51
4 2
What is the learning delivery method do you prefer?
i & ii
i,ii,& iii
ii shj
iv shj
i) Refer to the video notes and exercises provided ii) Lecturer explains the topics live iii) Make exercises and discussions in what’s app group or telegram iv) No need for live classes
SIG : e-Learning@CS
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Figure 5: Respondents perception on taking online assessment or exam
Figure 6: Respondents preference about comfortable level for online learning for subject mathematics
Figure 6 above shows the respondent’s preference about comfortable level for online
learning for mathematics course. From the result, 8 of them are not comfortable at all and 35
of the respondents are feeling less comfortable for learning mathematic through online. The
result also shows that 30 of the respondent felt comfortable to do so. This may be due to the
students themselves are lack of interest in lessons and problems in the network.
0
5
10
15
20
25
30
35
Very Difficult Difficult Less Difficult Not Difficult atall
9
14
31
25
Do you find it difficult to take online assessments/exam?
0
5
10
15
20
25
30
35
ReallyComfortable
Comfortable LessComfortable
Not Comfortableat all
6
30
35
8
Do you like and comfortable with online learning especially for mathematic course?
SIG : e-Learning@CS
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Conclusion
As a conclusion, most of these pre-commerce students have a background of not-so-
excellent results in mathematics. This means they have a weak foundation of mathematical
knowledge. This is also one of the reasons they are less interested in the mathematics course
offered in this programme. Those who are weak in mathematics often expect their educators
to pay individual attention. In addition, these students are first year students in the higher
education system. They are not familiar with the higher education system, where often in
higher education students need to be independence to obtain knowledge compared to the
school system where they are in pampered. Unfortunately, nowadays in the era of the Covid-
19 pandemic, all education systems are conducted thrrough online. However, the lecturers at
UiTM Cawangan Pulau Pinang have put their effort to help these students to understand the
MAT 037 course. Various delivery teaching methods have been implemented such as video
notes, examples of calculations and exercises, live online teaching and discussions using
WhatsApp or Telegram. This variety of presentation materials will attract students' interest
and help them to understand the content. With all the effort, the student is expected to score
well in this MAT 037.
References
Abdulwahed, M., Jaworski, B. & Crawford, A. R. (2012). Innovative approaches to teaching
mathematics in higher education: a review and critique. Nordic Studies in
Mathematics Education, 17(2), 49–68.
Ernazarova N., (2020). Methods of Intensification of Teaching Mathematics of Students:
European Journal of Research and Reflection in Educational Sciences, Vol. 8 No. 3,
2020 Part II ISSN 2056-5852, pg16-20
Hodges, C., Moore, S., Lockee, B., Trust, T., & Bond, A. (2020). The difference between
emergency remote teaching and online learning. Educause Review, 27.;
https://er.educause.edu/articles/2020/3/the-difference-between-emergence
remoteteaching-andonline-learning Authors: Charles Hodges, Stephanie Moore, Barb
Lockee, Torrey Trust and Aaron Bond Published: Friday, March 27, 2020
Kaplan, M., Haenlein, M., (2016). Higher education and the digital revolution: About
MOOCs, SPOCs, social media, and the Cookie Monster. Business Horizons. 59 (4):
441–50. Doi: 10.1016/j.bushor.2016.03.008.
Kudryavtsev L. D. Thoughts on modern mathematics and its teaching. Fav. tr M., 2008.
Siti Nurleena A.M., Mahanim, O., & Siti Mariam, S., (2020). What if Mathematics is Learned
using ODL in Hogwarts?,Teaching and Learning in Higher Education Vol. 1
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Su, H.F., Ricci, F.A., & Mnatsakanian, M. (2016). Mathematical teaching strategies:
Pathways to critical thinking and metacognition. Journal of Research in Education and
Science (IJRES), 2 (1), 190-200.
Wan Anisha, W.M., Azlina, M.M, Rafizah, K., (2020). UiTM Cawangan Pulau Pinang
Students Readiness Towards Online Teaching And Learning, Innovative and Creatives
Ideas of Teaching and Learning Methodology During Movement Control Orders
(MCO), COVID-19 Pandemic, Volume1, September 2020.
Retrieved from: www.wikipedia.com
PPT(2020), Retrieved from: https://penang.uitm.edu.my/index.php/component/
sppagebuilder/ ?view=page&id=52
SIG : e-Learning@CS
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A COMPARATIVE STUDY ON THE HYBRID TEACHING
APPROACH OF BASIC BUSINESS MATHEMATICS TO PRE-
COMMERCE STUDENTS DURING MCO
Norazah Umar, Jamal Othman, Rozita Kadar and Nurhafizah Ahmad
[email protected], [email protected] , [email protected],
Jabatan Sains Komputer & Matematik (JSKM),
Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
ABSTRACT
Varieties of Teaching and Learning approaches have been applied among educators to the students during the
Movement and Control Orders (MCO), COVID-19. Educators especially those who are teaching the mathematics
subject need comprehensive and effective tools to make the students understand the concept and the students can
do exercises with less face-to-face guidance or a normal conventional teaching approach. Teaching mathematics
subjects especially to the Pre-Diploma students is very challenging because they are quite weak in mathematics
fundamentals and coincidentally, they have to face the obstacle of teaching approach with Open Distance
Learning (ODL) during MCO. Hence, creative and innovative methods are created and developed by educators
to make teaching delivery effective and increase the learning curve or performance of mathematics among
students. The ongoing and final assessment results are used to measure the performance of the students based on
the teaching approach or model that has been practiced by the educators.
Keywords: performance, pre-diploma, mathematics, ODL, MCO
Introduction
The pandemic COVID-19 virus has changed the world activities to the new norms in
all sectors. COVID-19 has seriously slammed Malaysian education sector as well. Schools and
universities have been instructed to be closed in order to control the COVID-19 transmission.
The same situation is also affecting the pre-diploma students specifically the pre-
commerce students at Universiti Teknologi MARA. Most of them are from the low-income
families and they really need sponsorships or special funds from university (UiTM 2020). In
addition, they are students with average results especially pass in mathematics and English in
their SPM result who were given a chance to pursue their studies at university. Since the Open
Distance Learning (ODL) approach needs to be implemented to continue the teaching and
learning process during MCO, it become so cumbersome and stressful to the educators in
ensuring that the teaching process is effective and satisfactorily delivered especially in teaching
the mathematics subject to the weak students.
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Therefore, the educators have come out with a comprehensive teaching and learning
(T&L) methodology to pre-commerce programme students specifically for mathematics
subject during the Semester Academic October 2020 – February 2021. This paper will share
innovative ideas that influence the performance of mathematics subjects using the ODL
approach during the MCO. The students result of ongoing and final assessments have been
used to measure the performance and conclude the effectiveness of methods used for teaching
the mathematics subject.
Methodology
The following model has been applied to the students of pre-commerce program at
UiTM Pulau Pinang branch specifically for the subject of mathematics. This model can be used
to create interest among students and hence improve the student performance in mathematics.
Figure 1: Mathematics Teaching Model with ODL Approach
The above figure 1 shows that there are four (4) main components that need to be
considered for the effectiveness of ODL classes especially for teaching mathematics. Since
conventional or face-to-face classes are not allowed, an online platform such as Google Meet
or Zoom applications has been used. This application allows the instructor to give lectures up
to 100 students in one session. The lecturers can share the instructor’s screen with the students
Mathematic Teaching
Model with ODL
Approach
Teaching
Platform
Eg : GMeet,
Zoom
Realtime step by
step explanation
Eg : KAMI
Polish the
Understanding
Eg : Youtube
Life chatting
Eg : WhatsApp,
Telegram
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and the live lectures can be recorded and viewed for revision purposes. The following figure
shows a class which is conducted using the Google Meet platform and 25 students are joining
the session.
Figure 2: The Class is conducted with Google Meet Platform.
The second component that needs to be enforced by the lecturer is the explanation of
students' need to real-time. The lecturer cannot use or just rely on the PowerPoint presentation
for teaching mathematics to the weak students. Detail explanation helps students to understand
the topic. KAMI is an online application that enables the lecturer to show the detailed steps of
mathematic calculation through online which is similar to writing on the whiteboard in the
classroom as shown in Figure 3. In addition, the students are able to record the lecturer’s
explanations on Google Meet and replay the video to understand the step as explained by using
KAMI.
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Figure 3: Explanation using KAMI
The third component is basically for personal coaching or consultation by using the
WhatsApp application. Direct chatting through WhatsApp or Telegram is quite effective to
tighten their understanding of the topic taught during an online class. Some students are quite
shy to ask questions during the online class. They will use this platform to ask the questions
and normally the consultation period will be longer until the students are satisfied with the
explanation or they tend to ask the lecturer to check extra exercises of past years questions
which have been answered based on their effort.
The fourth component is the extra self-study by watching the video through YouTube
to polish their understanding and skills on the topic. The students are able to repeat the video
and it helps them to remember and improve their understanding of the topic.
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Figure 4: Improve Understanding through YouTube
These four components have been practiced by all students who enrolled in the
mathematic subject. Although there are some challenges and obstacles it can be resolve once
everybody in the online class actively participates, helps each other and give positive
cooperation.
To determine the effectiveness of the model, the students’ results of ongoing and final
assessments have been taken from four (4) classes. The average number of students in each
class is approximately 25 students. The following section will be discussing the analysis and
results to conclude the effectiveness of the model for teaching mathematics.
Data Analysis
This research used a data from two groups of students (the classes who experienced the
Mathematics Teaching Model and without practiced the model). The data for ongoing
assessment which are assessment 1, assessment 2, assessment 3 and final assessment score
were recorded . Comparison was made between the mean assessment score for classes who
experienced the Mathematics Teaching Model and without practiced the model
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Result and Discussion
A total of 146 responses were collected from Pre-Diploma students enrolled for
MAT037 course. Table 1 shows that 59 (40.4%) responses were male respondents and 87
(59.6%) were female respondents. The respondents were equally divided into 2 categories: 1)
not practice the Mathematic Teaching Model with ODL Approach 2) experiencing the
Mathematic Teaching Model with ODL Approach. In group 1, 27 of the respondents are males
while 46 are females followed by 32 males and 41 females for group 2.
Table 1: Cross Section between Method and Gender
Table 2: Mean vs Method
Method Mean Std Deviation
Assessment 1 Not practice 21.99 5.38
Experiencing 23.42 4.32
Assessment 2 Not practice 36.67 9.49
Experiencing 40.66 6.99
Assessment 3 Not practice 25.27 8.08
Experiencing 31.82 6.18
Final Assessment Not practice 44.45 12.46
Experiencing 49.63 6.82
Mean according to category of method were calculated for further analysis. From
Table 2 the mean values of assessment 1, assessment 2, assessment 3 and final for not practice
the model were found to be 21.99, 36.67, 25.27 and 44.45 respectively with 5.38, 9.49, 8.08
and 12.46 standard deviations. For the group that experiencing the model the mean values of
assessment 1, assessment 2, assessment 3 and final were found to be 23.42, 40.66, 31.82 and
49.63 respectively with standard deviation 4.32, 6.99, 6.18 and 6.82. From this results we can
conclude that implementing the model would give students a better result.
The mean difference for assessment 1, assessment 2, assessment 3, and assessment 4 is
1.43, 3.99, 6.55, and 5.18 respectively. Assessment 1 gives the smallest difference among the
four assessments. This is an expected finding due to the adaptation of the first semester students
to the new learning method. Switching from face-to-face with lecturer’s guidance to computer-
based education in a virtual classroom gives students a different learning experience. It takes
some time for them to get accustomed to the new methods. There must be some obstacles when
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students first use the online tools such as computer literacy, environment, and time
management. Students who used computers for activities perceived that they could not adopt
blended learning because of a lack of an enabling environment (Mswazi Tshabalala et al, 2014).
For the pre-diploma student with an average result, this is a great challenge. After about a
month following the online learning method, their result has improved constantly from
assessment 1 to the final assessment. This shows that this new method did help them to
understand their lesson well.
Comprehensive explanations help students because they gain a better understanding of
the subject by seeing an example of the necessary steps and flow of the Mathematics calculation
using KAMI. Additionally, students used YouTube to enhance their understanding. The
students repeatedly watched the video, which helped them remember and develop their
understanding of the subject. These findings seem to be directly supporting the hypothesis that
the Mathematics Teaching Model would enhance the performance of the student.
Based on the observations, more questions were posted using WhatsApp as compared
to the online class session. It is believed that the chat on WhatsApp allowed students to clarify
their doubts immediately. Additionally, it is also delighted that students were also actively
sharing their perspectives on the chat. They used this medium to ask questions, and the
consultation period usually lasts longer until the students are pleased with the response.
The use of Google Meet or Zoom as a teaching platform in class provided students and
instructors with instantaneous feedback and an opportunity to address misunderstandings
promptly. This medium was also used to encourage discussion among students, which provided
the opportunity for peer-to-peer learning, thus building on their understanding of the subject.
When comparing discussion to demonstration, lecture, and inquiry strategies, students
in the discussion class performed better than those in the lecture group but less than students
in demonstration and inquiry groups.
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Conclusion
ODL approach in teaching the mathematic subject is questionable when it’s started to
be implemented especially on the acceptance and effectiveness among students or lecturers.
The lecturers need to create attractive module, platform, environment, courseware and teaching
tools to make the ODL approach is more effective and furthermore to boost-up the confidence
level among students and their parents. Transition of lecturer-centred to student-centred is the
aim of national education policy for the students which are able to innovate creative ideas, to
produce future leaders, high demanded assets, work with minimal supervision or work
independently and assimilate of moral values to become excellent graduates.
The model of teaching mathematic to Pre-Commerce Programme students, as shown
and discussed in this paper, can be further improvised by embedding additional components to
enhance the ODL approach effectiveness. Sharing of ODL teaching approach experiences
among lecturers and educators from different institutions will innovate news creative ideas.
Hence, it will encourage active learning among students, motivated and nobody are left behind
during the learning process.
References
Ahn, J. Y., & Edwin, A. (2018). An e-Learning Model for Teaching Mathematics on an Open
Source Learning Platform. The International Review of Research in Open and
Distributed Learning, 19(5). https://doi.org/10.19173/irrodl.v19i5.3733
Dalton, D. W., & Hannafin, M. J. (1988). The effects of computer-assisted and traditional
mastery methods on computation accuracy and attitudes. Journal of Education Research,
82(1), 27-33. doi: 10.1080/00220671.1988.10885861.
Julio César Bahamón and Audrey Rorrer. (2020). Improving Student Learning Outcomes in
Online Courses: An Investigation Into the Effects of Multiple Teaching Modalities. In
The 51st ACM Technical Symposium on Computer Science Education (SIGCSE ’20),
March 11–14, 2020, Portland, OR, USA. ACM, New York, NY, USA, 7 pages.
https://doi.org/10.1145/3328778.3366880
Lalani, F. (2020). The COVID-19 Pandemic Has Changed Education Forever. This is How.
Retrieved from https://www.weforum.org/agenda/2020/04/coronavirus-education-
globalcovid19-online-digital-learning/.
Mohammad, F. N.S., Jamaluddin, J., Nias, A.M.A., Mohd, D. N., & Abdul, J. F. (2020). Factors
Affecting Student Performance in Accounting Subject: A Case of Pre-Diploma Students.
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GADING (Online) Journal for Social Sciences, Universiti Teknologi MARA Cawangan
Pahang Vol 23(01), (pp. 60-64).
Papageorgiou, K., Halabi, A.K. (2014). Factors contributing toward student performance in a
distance education accounting degree. Meditari Accountancy Research, 22(2): 211-223.
Mswazi Tshabalala et al.(2014). Implementing Blended Learning at a Developing University:
Obstacles in the way. The Electronic Journal of e-Learning Volume 12 Issue 1 , (pp101-
110)
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STUDENTS READINESS IN LEARNING MAT037 USING ONLINE
DISTANCE LEARNING (ODL)
Azlina Mohd Mydin, Wan Anisha Wan Mohammad, Elly Johana Johan, and Rozita Kadar
[email protected], [email protected], [email protected],[email protected]
Jabatan Sains Komputer & Matematik (JSKM),
Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
ABSTRACT
Pre-Commerce is one of a programme in Pre –HigherEducation Program (PPT), in UiTM. This program is
offered to students who do not get any offer from IPTA but they have a high spirit to continue their studies to a
higher levels. This research is purposely to dicuss how the lecturers conducting the MAT037 course during the
online classe. In this study also we will elobrate the teaching medium used by the lecturer for teaching the
mathematic course. An online survey has been conducted to study the student readiness for online classe so that
the lecturer are able to conduct the classes as suitable with student requirement . The Pre-Commerce student
exspecially from UiTM Cawangan Pulau Pinang are the sample of this study.
Keywords : online classes, mathematic teaching, distance learning,
Introductions
Pre -Higher Education Program (PPT) is one of the programs offered to the student
who obtained Sijil Pelajaran Malaysia (SPM) results that do not meet the requirements of
UPU. This program is offered by University Teknologi Mara (UiTM) for all Bumiputra
including Bumiputra from Sabah and Sarawak. Besides that, this PPT program is intended to
provide education to poor Malays and Bumiputera children in rural and urban whose family
income is less than the particular amount that have been fix. There are two programs offer
under this PPT Program named Pre -Diploma in Commerce (Pre-Commerce) and Pre -
Diploma in Science (Pre-Science). Most of the basic course are offered in these programs so
the student will be able to enhance their knowledge.
Intensive Mathematics (MAT 037) is one of the course offered to Pre-Commerce
student as their can learn again the importance topic in basic mathematics to improvise the
student knowledge and understanding. This course is for 10 hours slot per week. There are
five (5) hours for lecturing and another five (5) hours for tutorial slot.
Online (OL) and Online Distance Learning (ODL) are new trends in the world
education system since the existing of pandemic Covid 19. Terms like distributed learning, e-
learning, m-learning, online learning, virtual classroom are interrelated its support the process
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of virtual learnng (Hodges, C., Moore, S., Lockee, & ect,2020). To conduct online classes, all
the readiness from the student side have to be considered. Student and educators readiness are
very importance to make sure the success of the online learning (Wan Anisha, Azlina, &
Rafizah, 2020).
Management of UiTM Cawangan Pulau Pinang has assign a team of e-learning task
force, to give training for all lecturers in these campus as their preparations for the OL and
ODL classes during the pandemic covid-19 (Azlina, Rafizah & Wan Anisha, 2020).) In this
high technology world, there are a variety of software and applications which can be used in
the development of teaching materials. Center for Flexible Learning, UiTM Cawangan Pulau
Pinang has identified several software that can be easily learn and used by the lecturers.
Among the selected software that have been trained are Powtoon, Biteable, Screencast-O-
Matic, OBS Studio, QuickTime and H5P. These software are used to create notes, record
video and do exercise. Platform like Google Meets, MS Teams, Google Classrooms and
Ufuture were also being exposed to the lecturer so that they can use it to share notes or
materials and conduct live classes. Besides that, the lecturers are introduced to Google Meet
and MS Teams platform to conduct Live streaming classes.
The constraints in online learning that have been identified by Tubaishat &
Lansari,2010 are such as shortcomings internet access and use of insufficient equipment to
conduct online classes. To overcome this problem, many institutions of higher education has
developed online resources using electronic learning technology (Deng & Tavares, 2013;
Moore, 2013). In addition, the university also provides many facilities such as Wi-Fi internet
network and funds for the purchase of computers or laptops that facilitate the lecturers in the
preparation and delivery of online classes.
Instructor or lecturers preparation are also importance in conducting ODL and OL
classes. Video conferencing technology is an innovation in ODL process (Siti Hajar, Shukri
& Mohd Razha, 2012). ODL and OL delivery process needs to keep pace with technological
advances which support the Edu 5.0 (Siti Hajar, 2019). There are a lot of software and
platforms that supports the aims to achieve Edu 5.0.
Data Collection
An online survey has been distributed among the Pre-Commerce student from UiTM
Cawangan Pulau Pinang in week one of the semester. This survey is to identify the student
readiness for the classes. There are around 79 of student who responded on the questionnaire.
Below is the information about the questionnaire.
• Questionnaire
1. Part A –Respondent Demography
2. Part B- Respondent Readiness for ODL
3. Part C- Respondent Preference for ODL
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Analysis and Discussions
The analysis has been done for the survey responded by 79 students from Pre-Commerce
Program, UiTM Cawangan Pulau Pinang.
Below is the student’s demographic information:
Table 1. Student Demographic And Readiness Distribution
No Category Percentage %
Part A
1. Gender
a) Male 39.24%
b) Female
Part B
60.76%
2. Places stay during ODL
a) House 29.11%
b) UiTM College 79.89%
3.
Choose the Internet access facilities below
(may choose more than 1 option)
a) Broadband 0%
b) Mobile hotspot 32.91%
c) Public Hotspot
d) Home Internet
63.29%
3.80%
4. Device used for ODL learning
(may choose more than 1 option)
. a) Laptop 100%
b) Desktop 0%
c) Tablet 0%
d) Smartphone 100%
From the analysis done, the lecturers had to identify the best platform and medium
that is preferred by the students. The lecturers also had to plan the teaching approaches as
comfortable by the student. From the table above, the result shows that 60.76 % of female
and 39.24 % are male student. 100% of the students have their own laptop and smartphone
that they can used for the OL and ODL classes. As seen from table above, 79.89 % students
are staying in UiTM collage hostel, so they are using the public hotspot that is being provided
in the collage. Only 29.11% are staying at their home so maybe they are using their own
mobile hotspot or their home internet. Now, we can conclude that, all of the students are
well-prepared with the devices and facilities of internet to join the OL and ODL classes.
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Figure 1: Respondents preference for platforms for ODL classes
As shown in the result above, most of the students prefer using Google Meets as their
ODL platforms. The students prefer more to Google Classroom maybe because it is free to
used and are easy to access. 32 of respondents prefer to use Ufuture while only 2 of the
respondents select to used Teams.
Figure 2: Respondents preference on the platform used for Live streaming classes
Figure 2 above show the preference on the platform used for live streaming classes.
The respondents are given 2 options only either using Google Meets or through MS Teams.
70 of the respondents prefer to have live streaming classes through Google Meets. It is maybe
because the respondent can easily access through Google Meets.
32
2
45
Preference Platforms for ODL classes
U Future
Teams
Google Classrom
70
9
Preference platform for live classe
Google meet
Teams
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Figure 3: Respondents preference on delivering methods
Figure 3 shows the preference of the respondents on the delivering methods. Most of
the students prefer the lectures to conduct live classes, provide recorded video for content and
exercises and prefer to do discussion through WhatsApp or Telegram. This shows that the
respondents prefer variety of method in learning MAT037. With all this variety method, the
respondents will fill more attracted and enjoy their learning.
Conclusion
MAT037 is a basic mathematic course offered for Pre-Commerce student. Although
those who join this MAT037 do not get good result in Mathematics’ subject in SPM, but by
joining this course, they are being guided and will be able to score better result. The lecturer
had studied the student readiness and prepare the materials as well as planning the teaching
approach that is suitable for the students. The lecturers had to plan a proper way and
materials that can be followed and understand by these students. For these samples, students
and lecturers have selected the Google Classroom as their platform to share the materials and
contents for MAT037. The lectures also are required to do online live classes, exercises
through Telegrams or WhatsApp and also provide recorded video for the students. All these
approaches will encourage the student to do revision and proper learning and try to perform
well in the assessment.
0
10
20
30
40
50
60
i & ii i,ii,& iii ii only i only
Series1 22 51 4 2
22
51
4 2
What is the learning delivery method do you prefer? (can choose more than one)
i) Refer to the video notes and exercises provided
ii) Lecturer explains the topics live iii) Make exercises and discussions in WhatsApp group or telegram
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References:
Azlina, M.M., Rafizah, K., & Wan Anisha, W. M., (2020). “Aplikasi Pembangunan Bahan
Pengajaran Dan Pengendalian Kelas Atas Talian Di UiTM Cawangan Pulau
Pinang”. Innovative and Creatives Ideas of Teaching and Learning Methodology
During Movement Control Orders (MCO), COVID-19
Pandemic,.Volume1,September 2020
Deng, L., & Tavares, N. (2013). From moodle to Facebook: Exploring students' motivation
and experiences in online communities. Computers & Education, 68, 167–176. doi:
10.1016 /j.compedu.2013.04.028
Hodges, C., Moore, S., Lockee, B., Trust, T., & Bond, A. (2020). “The difference between
emergency remote teaching and online learning”. Educause Review, 27.;
https://er.educause.edu/articles/2020/3/the-difference-between-emergency-
remoteteaching-andonline-learning Authors: Charles Hodges, Stephanie Moore, Barb
Lockee, Torrey Trust and Aaron Bond Published: Friday, March 27, 2020
Moore, M. G. (2013). Handbook of distance education (3rd ed.). Routledge.
Siti Hajar Halili, Shukri Sulaiman dan Mohd Razha Abd. Rashid (2012). Aplikasi prinsip
pembelajaran dewasa knowles dengan penggunaan mod penyampaian teknologi
sidang video dalam kalangan pelajar jarak jauh. ASEAN Journal of Teaching and
Learning in Higher Education 4 (2), 79-90.
Siti Hajar Halili (2019). Technological advancements in education 4.0. The Online Journal
of Distance Education and e-Learning, January 2019 Volume 7, Issue 1.
Tubaishat, A. & Lansari, A. (2010). Are Students Ready to Adopt E-Learning? A Preliminary
Ereadiness Study of a University in the Gulf Region. International Journal of
Information and Communication Technology Research. Volume 1 No. 5.
Wan Anisha, W. M., Azlina, M.M.,& Rafizah, K., (2020).” UiTM Cawangan Pulau Pinang
Students Readiness Towards Online Teaching And Learning”, Innovative and
Creatives Ideas of Teaching and Learning Methodology During Movement Control
Orders (MCO), COVID-19 Pandemic,.Volume1,September 2020
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SIRT: PEMBELAJARAN SECARA INTERAKTIF SEMASA PDPR
Wan Anisha Wan Mohammad dan Azlina Mohd Mydin
[email protected], [email protected]
Jabatan Sains Komputer & Matematik (JSKM),
Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
ABSTRAK
Pelbagai kaedah telah dijalankan untuk membendung Covid-19 dari terus merebak. Selain Perintah Kawalan
Pergerakan (PKP) untuk semua penduduk, dari segi pembelajaran di peringkat sekolah, Pengajaran dan
Pembelajaran di Rumah (PDPR) telah dijalankan untuk memastikan para pelajar mendapat pendidikan yang
berterusan semasa PKP. Selain daripada pembelajaran secara atas talian, para pelajar perlu menyediakan diri
mereka supaya lebih memahami apa yang di ajar oleh guru. Oleh itu, SIRT atau “Smart Interactive Revision
Tool” telah dibangunkan untuk membantu para pelajar membuat ulangkaji dengan cara yang lebih menarik
selepas setiap sesi pembelajaran. Penggunaan platform TikTok untuk membangunkan SIRT menarik minat para
pelajar kerana mereka lebih gemar menggunakan telefon bimbit semasa PDPR.
Kata Kunci: PDPR, SIRT, interaktif
Pengenalan
Pandemik Covid-19 yang melanda seluruh dunia bermula pada tahun 2020 telah
memberi impak yang tinggi kepada semua penduduk dunia secara amnya. Semua sektor telah
terjejas akibat daripada pandemik ini. Sektor pembelajaran tidak terkecuali dari mengalami
pelbagai gangguan terutamanya dari segi pembelajaran para pelajar bukan sahaja pada
peringkat sekolah rendah, malah juga pada peringkat sekolah menengah dan juga pelajar di
institusi pengajian tinggi.
Pengumuman kerajaan dalam menjalankan Perintah Kawalan Pergerakan (PKP) telah
menutup sebahagian daripada sektor pengoperasian sekaligus turut memberi kesan kepada
pelbagai sektor termasuklah sektor pendidikan (Nor Sahara Mesman & Zulkarnain Abd. Majid,
2021). Penutupan sekolah telah dibuat untuk membendung pandemik ini daripada terus
merebak. Bagi memastikan sesi pembelajaran masih diteruskan walaupun para pelajar berada
di rumah masing-masing, Pengajaran dan Pembelajaran di Rumah (PDPR) telah dijalankan.
Melalui PDPR, para pelajar akan menjalankan pembelajaran secara atas talian dengan
tunjuk ajar guru di rumah masing-masing. Para guru akan menggunakan pelbagai platform atas
talian seperti WhatsApp, Telegram, Google Meet, MS Teams dan juga Google Classroom
untuk memastikan para pelajar mendapat maklumat dan memahami setiap mata pelajaran
dengan berkesan. Untuk memastikan pembelajaran atas talian ini boleh dijalankan dengan
sempurna, para pelajar perlu mempunyai media elektronik seperti telefon bimbit, komputer
riba atau komputer peribadi.
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Kajian Literatur
Nur Fauziana Mohd Salleh (2020) dalam kajiannya telah mendapatkan pandangan guru
terhadap pengajaran dalam talian dalam menyampaikan pengajaran dan pembelajaran di
rumah akibat kesan penutupan institusi pendidikan. Bagi menyampaikan ilmu kepada pelajar,
Mohd Amin Jalil (2020) juga ada menyatakan bahawa Mohd Azizee Hasan yang merupakan
Presiden Ikatan Guru-Guru Muslim Malaysia (i-Guru) berpendapat bahawa semua warga
pendidik khususnya guru perlu melengkapkan diri mereka dalam penguasaan teknologi digital
dan ilmu berkaitan e-learning.
Selain pembelajaran atas talian, guru juga perlu bersedia dengan nota cetakan sekiranya
terdapat dalam kalangan pelajar yang mempunyai kekangan untuk mengikuti pembelajaran
dalam talian (Siti Nurbaizura Che Azizan & Nurfaradilla Mohamad Nasri, 2020). Para guru
perlu memberi perhatian kepada para pelajar yang mempunyai kekangan tersebut supaya
mereka tidak tercicir dalam proses pembelajaran (Tamilmullai, Salini, 2021).
Walau bagaimanapun, walaupun ada sebilangan pelajar yang mempunyai masalah
dengan media elektronik untuk menjalankan pembelajaran atas talian, masih ramai para pelajar
yang mempunyai kemudahan tersebut. Penggunaan media elektronik seperti telefon bimbit
adalah amat meluas di kalangan para pelajar masa kini. Ada di antara mereka mahir
menggunakan pelbagai aplikasi atas talian. Dalam memastikan anak-anak mengikuti PdPR dan
menggunkan telefon bimbit yang diberikan dengan sewajarnya, ibu bapa juga perlu memainkan
peranan dalam memantau anak-anak mereka supaya tidak tercicir dan memastikan anak-
anak mereka lebih berdisiplin (Tamilmullai, Salini, 2021).
Metodologi
Peserta
SIRT dibangunkan untuk para pelajar sekolah untuk memastikan mereka menggunakan telefon
bimbit dengan sewajarnya. Selain daripada itu, SIRT dapat membantu para pelajar membuat
ulangkaji setelah selesai setiap sesi pembelajaran secara atas talian dengan lebih berkesan.
Disamping itu juga, para pelajar dapat memanfaatkan aplikasi yang terdapat di dalam telefon
bimbit mereka dengan lebih berfaedah. Kajian ini telah dijalankan kepada pelajar sekolah
rendah dan menengah untuk mengetahui faedah penggunaan SIRT kepada mereka.
Bahan yang dibangunkan
SIRT adalah satu video yang dibangunkan menggunakan aplikasi TikTok di mana para pelajar
akan membuat nota ringkas berkaitan dengan subjek yang dipelajari secara atas talian.
Berbanding dengan nota manual, SIRT dapat membantu para pelajar menggunakan aplikasi
TikTok dengan cara yang lebih berfaedah. Selepas setiap sesi pembelajaran, para pelajar akan
membuat nota ringkas berkaitan dengan apa yang dipelajari menggunakan aplikasi TikTok dan
seterusnya nota tersebut boleh dikongsi bersama dengan rakan-rakan yang lain. Ini dapat
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membantu para pelajar mengulangkaji pelajaran yang di ajar dengan lebih menarik dan
berkesan. Soal-selidik telah dijalankan secara atas talian bagi mendapatkan respon para pelajar
berkenaan dengan pengaplikasian SIRT dalam pembelajaran.
Analisa dan Keputusan
Soal selidik ini berjaya dilengkapkan oleh seramai 100 orang pelajar sekolah. Jadual dibawah
menunjukan data demografik untuk pelajar yang terlibat dalam soal selidik tersebut.
Jadual 1: Data Demografik
No Perkara Peratus %
1. Jantina
a) Lelaki 40.24%
b) Perempuan
69.76%
2. Sekolah
a) Rendah 29.11%
b) Menengah 79.89%
Daripada jadual diatas didapati seramai 69.76% adalah pelajar perempuan manakala
40.24% adalah pelajar lelaki yang mengisi soal- selidik ini. Seramai 79.89 % merupakan pelajar
sekolah menengah manakala seramai 29.11% adalah pelajar sekolah rendah. Ini menunjukan
bahawa aplikasi SIRT boleh dibuat untuk semua matapelajaran termasuk sekolah menengah
ataupun sekolah rendah.
Rajah 1: Tahap kesukaan menggunakan SIRT
0
10
20
30
40
50
60
70
Sangat Suka Suka KurangSuka Tidak Suka
66
29
50
Anda suka belajar gunakan SIRT?
Sangat Suka
Suka
KurangSuka
Tidak Suka
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Rajah 1 diatas menunjukan tahap kesukaan menggunakan SIRT. Didapati 66 orang
pelajar sangat menyukai SIRT dan hanya 5 orang pelajar sahaja yang kurang menyukai SIRT.
Ini mungkin kerana ada sesetengah pelajar yang tidak mempunyai kemahiran dalam
menggunakan telefon bimbit dan aplikasi yang terdapat di dalam telefon bimbit.
Rajah 2: Pendapat pelajar tentang SIRT yang membuatkan
pembelajaran lebih interaktif dan menarik
Rajah 2 menunjukan pendapat pelajar tentang SIRT yang membuatkan pembelajaran
lebih interaktif dan menarik. Ramai pelajar bersetuju bahawa SIRT membolehkan proses
pembelajaran menjadi lebih interaktif dan menarik. Ini mungkin disebabkan pembangunan nota
mengunakan TikTok membuatkan SIRT lebih interaktif dan tidak membosankan.
Kesimpulan
Pengajaran dan Pembelajaran di Rumah (PDPR) semasa tempoh Perintah Kawalan
Pergerakan (PKP) telah memberi impak yang besar bukan sahaja kepada para guru malah juga
kepada para pelajar. Oleh itu, SIRT dibangunkan untuk membolehkan para pelajar
menggunakan media elektronik seperti telefon bimbit dan aplikasi di dalamnya sewajarnya.
Selain itu, untuk memastikan pembelajaran atas talian dijalankan dengan lebih berkesan, SIRT
juga dapat membantu para pelajar mengulangkaji pelajaran dengan lebih interaktif dan
menarik.
96
4
Adakah anda mendapati SIRT membuatkan proses pembelajaran anda lebih interaktif
menarik?
Ya
Tidak
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Rujukan
Mohd Amin Jalil. (2020). i-Guru sokong tak sambung PPSMI. Dilihat 28 Februari 2021 dari
https://origin.bharian.com.my/berita/nasional/2020/07/711920/i-guru-sokong-tak-sambung-
ppsmi
Nor Sahara Mesman & Zulkarnain Abd. Majid (2021), Kajian Kesediaan Pelajar Mengikuti
Pembelajaran Dalam Talian Semasa Perintah Kawalan Pergerakan (Pkp) Membendung Covid-
19 Fasa 2, International Journal of Education and Pedagogy (IJEAP) eISSN: 2682-8464 [Vol.
3No. 1 March 2021]
Nor Fauziana Mohd Salleh. (2020). Pandemik Coronavirus (Covid-19): Pembelajaran Dan
Pengajaran Secara Atas Talian Suatu Keperluan di Malaysia. Diperoleh daripada
https://www.researchgate.net/publication/342886967.
Siti Nurbaizura Che Azizan & Nurfaradilla Mohamad Nasri. (2020). Pandangan Guru Terhadap
Pembelajaran dalam Talian melalui pendekatan Home Based Learning (HBL) semasa
tempoh Pandemik COVID-19. PENDETA: Journal of Malay Language, Education and
Literature,11, 46-57. Diperoleh daripada https://doi.org/10.37134 /pendeta.vol 11. Edisi
khas.4.2020.
Tamilmullai, T.,Salini Baloh (2021), Cabaran PDPR Bahasa Tamil Di Sekolah Luar Bandar, MJSSH
Online: Volume 5 Issue 2(Aprl, 2021), Pages 183–190e-ISSN: 2590-3691,
https://doi.org/10.33306/mjssh/
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IDENTIFYING STUDENTS’ PREFERENCE IN DELIVERING HANDS-
ON MATERIALS DURING ONLINE DISTANCE LEARNING (ODL)
FOR MULTIMEDIA COURSE
Wan Anisha Wan Mohammad, Naemah Abdul Wahab, Elly Johana Johan and
Azlina Mohd Mydin
[email protected], [email protected], [email protected], [email protected]
Jabatan Sains Komputer & Matematik (JSKM),
Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
ABSTRACT
Multimedia course is a course which does not only provide theoretical concepts to the students but at the same
time hands-on materials on multimedia applications. This enable the students to enhance their knowledge on such
applications and apply it in their studies. However, delivering hands-on materials especially on multimedia
applications to students during online learning is very crucial to make sure that they can absorb the knowledge
and understand all the features provided by the applications. A survey has been done in order to identify students’
preference in delivering hands-on materials during Online Distance Learning (ODL). Results show that most of
the students prefer live hands-on class by the lecturer as they can see clearly all the features and functions shown
by the lecturer during the live class.
Keywords: hands-on, multimedia application, ODL
Introduction
Pandemic Covid-19 has changed the whole world tremendously not just in our
lifestyle, but it also affects the educations style. Nevertheless, with the modern technologies,
everything seems to run smoothly. Most higher institutions start implementing Online Distance
Learning (ODL) in order to make the education system works well. Educators try to adapt with
the current situation by enhancing their knowledge in the latest technologies just to make sure
that the learners can receive all the information easily.
Learning multimedia courses through Online Distance Learning (ODL) requires
effective hands-on materials so that students will be able to understand what they learn clearly.
Besides theoretical concepts, multimedia courses provide learners with an experience on using
multimedia applications. Yet, it is very important to understand the efficient way of delivering
the hands-on materials to students through ODL so that student will be able to get the
knowledge effectively.
Various ways and tools can be done to provide hands-on materials. Softcopy of lab
modules and interactive videos can be shared using social communication channels such as
WhatsApp and Telegram, sharing files in google drive, Ms Teams, YouTube or any Learning
Management Systems (LMS). Besides sharing files or videos, live classes can be an efficient
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way to deliver all the multimedia application features to students as students will be able to ask
questions and get response directly during the live class.
Literature Review
Delivering hands-on materials to students is vital during Online Distance Learning (ODL). To
learn multimedia applications online, various ways can be implemented such as distributing
softcopies of lab modules, live class through any platform and providing and watching
interactive videos on such applications.
In many areas of knowledge, laboratory work forms an essential component of learning
(Duan et al., 2005; Potkonjak et al., 2016). In this area, students must allocate much of their
learning time to solve practical problems and simulating experiences. Learning activities with
hands-on exercises where students play an important role could help and motivate the students
to learn more effectively.
A well distributed virtual experiences and practical session can replace real-life
experimentation (Sheorey, 2014). Kolloffel and de Jong (2013) found that students who are
learning virtually acquired a better conceptual understanding and developed better procedural
skills compared to student who use the traditional way. Suggestions to meet the students
learning need on accepting online hands-on materials has been done by enhancing the
accessibility of experimental setups and providing a distance teaching framework (De la Torre,
et al., 2013).
Ekmekci & Gulacar (2015), Chu & Fang (2015) and Sell & Seiler (2012) stated that
virtual laboratories and simulations can be an efficient tool with hands-on learning experiences
and practical tools, increase student enthusiasm and online experience on problem solving and
furthermore can reduce workload and facilitate the learning process.
During live class, to avoid one-way communication, learners can be given an
opportunity to ask questions and also answer the questions given by the instructors, based on
what have been taught during the live class. This can build in active learning and improves
students engagement (John, Raquel, Mary, Peter, Poh, Inga, Masters, So-Young, Rakesh,
Kalyani, Alexandra, Martin, 2020). However, online lab modules can also be a value-added
material to the students so that they can make revision using the lab modules after the live class
ends.
Besides live class and lab modules, using videos can be quite efficient in delivering
hands-on materials to the students as video is used extensively and can also be a powerful
virtual learning tools (Giannakos, 2013). Developing video tutorials such as using Powtoon
and Screencast-O-Matic and distributing it through any Learning Management System (LMS),
MOOC or YouTube can actually help the students to get all the materials easily.
Videos can also be an effective and useful learning tool which can provide substantial
knowledge (Kay & Kletskin, 2012), increase student satisfaction, and improved learning
outcomes (Wells, Barry, & Spence, 2012). Interactive educational videos can also increase
students performance (Wieling & Hofman, 2010) as it is easier for them to watch and get ideas
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on the features of the applications. Additionally, videos can also help instructors to deliver the
online materials efficiently.
Methodology
Participant
This paper is to identify the student’s preference on the hands-on materials when delivering the
multimedia applications through ODL. The participants were undergraduate students from
Faculty of Hotel & Management who have enrolled for the Multimedia Course under the
Department of Computer & Mathematical Sciences, Universiti Teknologi MARA Cawangan
Pulau Pinang, in semester of September 2020 – January 2021. A simple online survey was
distributed to 109 students using Google form, and all questions were successfully responded.
Instrument and procedure
A simple online survey using google form has been designed to identify student’s
preference in delivering the hands-on materials for multimedia applications during ODL.
Besides the demographic information, Likert Scale has been used as the method to identify the
students based on the statement below:
Statement 1: I prefer referring to modules when learning the software/applications.
Statement 2: I prefer watching videos on how to use the software/applications.
Statement 3: I prefer the lecturer to show the usage of software/applications during live class.
Statement 4: I prefer the lecturer to provide exercises on the software/application so that I can
have an experience using it.
Statement 5: The lab exercises given to me helps me to understand better when using the
software/applications.
Statement 6: The lab exercises given to me build more confidents when I am using the
software/applications.
Statement 7: The lab exercises given to me help me to be more creative.
Results and Discussions
An online survey has been done to identify the student’s demographic information as below:
Table 1. Respondent Demographic Distribution
No Category Percentage %
1. Gender
a) Male 27.4
b) Female 82.6
2. Places stay during ODL
a) House 95.4
b) UiTM College 1.8
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c) Rent house 1.8
d) Friend’s house 0.9
3. Medium used during ODL
a) Laptop 96.3
b) Desktop 1.8
c) Tablet 0.9
d) Smartphone 87.2
4. Platform used during ODL
a) MS Teams 54.1
b) Google Classroom 89.9
c) ufuture 45.9
d) Whatsapp 82.6
e) Telegram 37.6
f) Google Meet 3.7
g) Youtube 25.6
The findings are represented in both visual and numerical forms. Figure 1 shows the
methods of delivering hands-on materials during lab session.
Figure 1: Students preference on the method of delivering hands-on materials during
lab session.
The results show that 77 students or 70.6% students prefer live class by the lecture in
delivering hands-on materials during ODL. This is because during live class, it will be easier
for the students to ask questions and get instant feedback from the lecturer.
0 10 20 30 40 50 60 70 80
Distributing lab modules on any platform
Watching interactive videos through any platform
Live class by the lecturer
71
52
77
Students preference on the methods of delivering hands-on materials during lab session
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Table 2 below shows the results based on the Likert Scale done on the students preference in
delivering the types of hands-on materials during lab session.
Table 2: Students preference on the type of hands-on materials during lab session
Based on the result, it shows that most of the students prefer the lecturer to show the features
and usage on the applications during live class besides providing lab exercises to test and
increase their understanding on the applications.
Conclusion
Delivering hands-on materials during ODL for multimedia applications is essential to most
students so that they can understand easily on the features of the applications. Most of the
students prefer live classes through platform such as Google Meet, MS Team or ZOOM to
deliver these hands-on materials. This is because through live class, there will be a two-way
communication where the lectures can show live tutorials and students can ask and get the
answer immediately.
Statements Disagree Agree Totally
Agree
Strongly
Agree
I prefer referring to modules when learning
the software/applications
3 23 55 28
I prefer watching videos on how to use the
software applications.
3 18 55 33
I prefer the lecturer to show the usage of
software/applications during live class.
7 7 40 55
I prefer the lecturer to provide exercises on
the software/application so that I can have
an experience using it.
3 23 48 35
The lab exercises given to me helps me to
understand better when using the
software/applications.
4 8 40 57
The lab exercises given to me build more
confidents when I am using the
software/applications.
5 7 35 62
The lab exercises given to me help me to be
more creative.
10 3 33 63
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References
Chu, E. T.-., & Fang, C. (2015). CALEE: A computer-assisted learning system for embedded OS
laboratory exercises. Computers & Education, 84(0), 36–48.
https://doi.org/10.1016/j.compedu.2015.01.006.
De la Torre, L., Heradio, R., Jara, C. A., Sanchez, J., Dormido, S., Torres, F., et al. (2013). Providing
collaborative support to virtual and remote laboratories. Ieee Transactions on Learning
Technologies, 6(4), 312–323. https://doi.org/10.1109/TLT.2013.20.
Duan, B., Ling, K., Mir, H., Hosseini, M., & Gay, R. (2005). An online laboratory framework for
control engineering courses. International Journal of Engineering
Ekmekci, A., & Gulacar, O. (2015). A case study for comparing the effectiveness of a computer
simulation and a hands-on activity on learning electric circuits. Eurasia Journal of Mathematics,
Science and Technology Education, 11(4), 765–775.
Giannakos, M. N. (2013). Exploring the video‐based learning research: A review of the literature.
British Journal of Educational Technology, 44(6), E191–E195.
John, S., Raquel, C., Mary, D., Peter, J., Poh, S.G., Inga, H., Ken, M., So-Young, O., Rakesh, P.,
Kalyani, P., Alexandra, W., & Martin, P. (2020). Twelve tips for rapidly migrating to online
learning during the COVID-19 pandemic. AMEE Journal
https://doi.org/10.15694/mep.2020.000082.1
Kolloffel, B., & de Jong, T. (2013). Conceptual understanding of electrical circuits in secondary
vocational engineering education: Combining traditional instruction with inquiry learning in a
virtual lab. Journal of Engineering Education, 102(3), 375–393.
https://doi.org/10.1002/jee.20022.
Sell, R., & Seiler, S. (2012). Improvements of multi-disciplinary engineering study by exploiting design-
centric approach, supported by remote and virtual labs. International Journal of Engineering
Education, 28(4), 759–766.
Sheorey, T. (2014). Empirical evidence of relationship between virtual lab development and students
learning through field trials on vlab on mechatronics. International Journal of Information and
Education Technology, 4(1), 97–102. https://doi.org/10.7763/IJIET.2014.V4.377
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PELAJAR ‘MATI KUTU’ DENGAN TUGASAN PENGATURCARAAN:
BAGAIMANA MENGATASINYA?
Elly Johana Johan, Wan Anisha Wan Mohammad, Azlina Mohd Mydin and
Syarifah Adilah Mohamed Yusoff [email protected], [email protected], [email protected]
Jabatan Sains Komputer & Matematik (JSKM),
Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
ABSTRAK
Satu kaedah untuk menilai, kefahaman pelajar dalam pembelajaran pengaturcaraan adalah melalui tugasan
pengaturcaraan yang biasanya dijalankan semasa sesi makmal. Walaupun banyak contoh dan latihan
dibincangkan semasa kuliah, pelajar masih mempunyai masalah untuk menulis kod atur cara secara individu.
Keadaan ini agak menonjol bagi kelompok pelajar sederhana dan lemah. Secara tradisional, tugasan makmal
yang diberikan kepada pelajar adalah dalam bentuk huraian berasaskan masalah. Masalah biasanya dihuraikan
seperti dalam buku teks tanpa sebarang bimbingan untuk membantu pelajar menyelesaikannya. Kajian
kesusasteraan mendapati bahawa, pelajar yang disuruh menulis atur cara lengkap berada dalam keadaan
dibelenggu tekanan, tidak pasti bagaimana untuk bermula, dan terkapai-kapai tanpa tujuan. Justeru artikel ini
mengetengahkan panduan penyediaan tugasan makmal yang boleh membantu pelajar menyelesaikan tugasan
dengan lebih lancar.
Kata kunci : tugasan pengaturcaraan, berpandu, berperingkat, lelaran
Pengenalan
Kursus pengenalan pengaturcaraan menjadi elemen penting untuk pelajar jurusan teknologi
(Chen et al. 2017; Combefis et al. 2016; Kalelioğlu 2015). Konsep pengaturcaraan asas
merujuk kepada konsep asas yang berkaitan dengan pengaturcaraan berstruktur dan algoritma
yang digunakan dalam pengaturcaraan (Ouahbi et al. 2015, Kordaki 2010). Lazimnya, konsep
pengaturcaraan asas adalah jujukan (Lin et al. 2016; Sáez-López et al. 2016; Panoutsopoulos
2011; Lahtinen et al. 2005), pilihan (Lin et al. 2016; Sáez-López et al. 2016; Panoutsopoulos
2011; Seppälä et al. 2006; Lahtinen et al. 2005;), dan gelung (Lin et al. 2016; Panoutsopoulos
2011; Sáez-Lópezet al. 2016; Lahtinen et al. 2005; Ginat 2004). Renumol et al. (2012)
menafsirkan pengaturcaraan sebagai proses penulisan, pengujian dan penyahpepijatan atur cara
komputer menggunakan bahasa pengaturcaraan yang berbeza mana kala Schreiner (2014) pula
merumuskan atur cara adalah deskripsi formal suatu metode yang menyelesaikan masalah
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tertentu. Proses pengajaran dan pembelajaran pengaturcaraan dianggap salah satu daripada
tujuh cabaran besar dalam pendidikan pengkomputeran (McGettrick et al. 2005) dan ini
dikuatkan lagi dengan kajian oleh beberapa orang penyelidik (Soloway & Spohrer 2013;
Mason 2012; Kordaki 2010; Ismail et al. 2010; Falkner & Palmer 2009; Govender & Grayson
2008) yang mengutarakan isu yang sama. Gomes dan Mendes (2007) merumuskan tiga faktor
yang melibatkan strategi pengajaran, sikap pelajar dan kaedah pembelajaran sebagai faktor
penyumbang kepada kesukaran pengajaran dan pembelajaran pengaturcaraan. Du et al. (2016)
menyatakan bahawa pembelajaran pengaturcaraan tidak menunjukkan perkembangan yang
baik dan menjadi isu sejagat dalam dunia pendidikan pengkomputeran apatah lagi melalui
platfom e-pembelajaran yang menjadi norma baru dunia pendidikan kini.
Pernyataan Masalah
Salah satu kaedah untuk menilai kefahaman pelajar di dalam pembelajaran pengaturcaraan
adalah melalui tugasan pengaturcaraan yang biasanya dijalankan semasa sesi makmal.
Pemarkahan tugasan boleh digunakan untuk menilai sama ada pelajar dapat mempraktikkan
konsep yang dipelajari semasa menulis atur cara. Walaupun banyak contoh dan latihan
dibincangkan semasa kuliah serta boleh dirujuk dalam buku teks dan juga portal web, pelajar
masih mempunyai masalah untuk menulis kod atur cara secara individu. Keadaan ini agak
menonjol bagi kelompok pelajar yang mempunyai tahap kompentasi yang sederhana dan
lemah.
Secara tradisional, tugasan makmal pengaturcaraan yang diberikan kepada pelajar
adalah dalam bentuk huraian berasaskan masalah (problem based) yang merupakan soalan
terbuka yang menggunakan pendekatan buku teks di dalam menguji kepelbagaian konsep di
dalam struktur ayat yang komprehensif dan kadang kala agak mengelirukan. Tiada sebarang
panduan secara langkah demi langkah yang diberikan di dalam membantu pelajar
menyelesaikan tugasan yang diberi. Semakin besar tugasan makmal yang diberikan, semakin
sukar pelajar untuk memahaminya dan menyebabkan mereka buntu atau distilahkan sebagai
‘mati kutu’ untuk menyelesaikan tugasan yang diberi. Buck dan Stucki (2001) mendapati
pelajar yang disuruh menulis atur cara lengkap tugasan makmal berada di dalam keadaan
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dibelenggu tekanan, tidak pasti bagaimana untuk bermula dan terkapai-kapai di awangan yang
seterusnya mewujudkan kecenderungan menghentam di dalam eksperimentasi menulis atur
cara di mana mereka hanya menggunakan secara rawak konsep yang diketahui sekiranya ia
dapat membantu di dalam menyelesaikan tugasan yang diberi.
Tugasan tradisional pengaturcaraan makmal yang sedia ada membuka peluang kepada
pelajar yang mempunyai tahap kompentasi pengaturcaraan yang tinggi untuk mencuba dan
mempelajari perkara baru melalui penulisan atur cara, sebaliknya tugasan jenis ini tidak
seresam atau sesuai untuk pelajar kategori pertengahan yang mempunyai tahap kompentasi
pengaturcaraan yang sederhana . Mereka tidak pasti bagaimana untuk bermula, apa yang perlu
dilakukan yang membawa kepada ketidaktentuan kerana tiada panduan secara langkah demi
langkah yang disediakan sebagai platfom untuk mereka mula menulis atur cara. Persekitaran
tersebut menyebabkan pelajar tiada motivasi, menjejaskan minat mereka terhadap
pengaturcaraan berorientasi objek dan mereka cepat menyerah kalah di dalam menyelesaikan
tugasan yang diberikan. Oleh itu, sesetengah pelajar mengambil jalan keluar dengan meniru
pelajar lain sebagai memenuhi syarat untuk lulus kursus yang diikuti, dan akibat utamanya
akan terlahir generasi disiplin pengkomputeran yang tidak mempunyai kemahiran
pengaturcaraan yang baik.
Permasalahan yang dihadapi pelajar ini mencabar keupayaan pensyarah untuk
menghasilkan tugasan pengaturcaraan yang bermutu. Soalan perlulah jelas yang dapat
membimbing dan mendorong pelajar untuk menyelesaikannya serta berupaya melatih daya
fikir logika dan kritis pelajar untuk merumuskan penyelesaian suatu permasalahan. Tugasan
makmal sepatutnya lebih bersifat guna tangan (hands-on) dan seresam dengan minat pelajar
yang membawa kepada penglibatan mereka secara aktif dan interaktif semasa sesi makmal
dijalankan.
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Panduan Penyediaan Tugasan Pengaturcaraan
Sebilangan besar tugasan pengaturcaraan dirancang merangkumi komponen makmal
yang memerlukan pelajar memperuntukkan masa sekitar 2 jam untuk menulis atur cara. Warga
pendidik menjangkakan pelajar dapat merancang, melaksanakan dan menguji atur cara yang
agak kompleks dalam tempoh tersebut. Menjadi kepercayaan umum, semakin besar dan
kompleks atur cara yang ditulis oleh pelajar, bermakna pelajar mempunyai kemahiran atur cara
yang baik (Carbone et al. 2000). Sebenarnya, tugasan dalam skala kecil masih boleh digunakan
untuk mengembangkan minat dan pemahaman pelajar terhadap kursus pengaturcaraan yang
dipelajari (Carbone et al. 2000). Berikut adalah ciri-ciri tugasan pengaturcaraan yang
dicadangkan oleh Carbone et al. (2000) untuk meningkatkan motivasi pelajar mempelajari
kursus pengaturcaraan dengan lebih berkesan dan boleh diadaptasi dalam menyediakan tugasan
untuk pelajar kategori sederhana:
i. Soalan tugasan dalam skop kecil dan dikembangkan secara berperingkat supaya pelajar
tidak menghabiskan terlalu banyak masa dalam proses analisis sehingga menyebabkan
mereka rasa tertekan.
ii. Tugasan yang memberi fokus kepada konsep utama dan tidak mencampurkan dengan
konsep-konsep baru yang boleh menimbulkan kekeliruan di kalangan pelajar.
iii. Sediakan sumber dan bahan sokongan yang mencukupi untuk dijadikan panduan dalam
menyelesesaikan tugasan yang diberi.
iv. Memberi petunjuk (hint) dan strategi penyelesaian secara berperingkat untuk
mengelakkan pelajar terus berada dalam keadaan buntu. Kebuntuan pelajar
meyebabkan mereka tidak tahu bagaimana memulakan tugasan, atau tidak tahu
bagaimana menyelesaikan tugasan atau tidak dapat keluar dari proses penyahpepijat
setelah mencuba dalam jangka waktu yang lama.
v. Menyediakan sumber rujukan yang boleh membantu pelajar untuk mendapatkan idea
menyelesaikan tugasan yang diberi.
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Pelajar masa kini dilihat lebih cenderung kepada tugasan berbentuk permainan dan
tidak menunjukkan minat terhadap tugasan yang outputnya terlihat di skrin konsol hitam.
Cliburn & Miller (2008a) pula secara spesifik mencadangkan kriteria berikut untuk
menyediakan tugasan pengaturcaraan berasaskan permainan.
i. Tugasan berstruktur yang kaya dengan huraian serta perincian yang boleh dijadikan
panduan oleh pelajar yang mempunyai kemahiran dan pengetahuan yang terhad dan
mereka boleh memberi tumpuan kepada konsep pengaturcaraan yang dipelajari.
ii. Tugasan dalam bentuk permainan yang dilazimi oleh pelajar seperti Tic-Tac-Toe atau
Hangman yang dapat membantu pelajar memahami penerangan tugasan dengan lebih
mudah dan cepat. Kriteria tersebut untuk mengelakan pelajar menumpukan kepada
penyelesaian tugasan yang kompleks dengan mengabaikan konsep pengaturcaraan
yang perlu diberi lebih perhatian.
iii. Tugasan yang menyelitkan elemen grafik untuk membolehkan pelajar memanfaatkan
pakej grafik dalam Java atau persekitaran Integrated Design Environment (IDE) yang
lain. Elemen grafik berupaya menarik minat pelajar untuk menyiapkan tugasan dan
menjadi motivasi untuk pelajar yang kurang pengalaman dan pengetahuan dalam
bidang pengaturcaraan.
Jika dilihat saranan yang diberikan oleh Carbone et al. (2000) serta Cliburn dan Miller
(2008a) masing-masing memberi penekanan kepada tugasan pengaturcaraan berstruktur secara
berpandu yang mengandungi perincian dari segi huraian dan dan petunjuk bertujuan membantu
pelajar menyelesaikan tugasan dengan lebih mudah dan berkesan. Carbone et al. (2000) juga
menekankan tugasan secara berperingkat yang diselitkan dengan bahan sokongan dan sumber
rujukan. Untuk menaikkan motivasi pelajar, Cliburn dan Miller (2008b) mencadangan tugasan
berasaskan permainan yang diperkaya elemen grafik dan persekitan tersebut hendaklah
disokong dengan konsep permainan yang dilazimi oleh pelajar untuk memudahkan proses
penyelesaian dilaksanakan.
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Elly Johana (2021) memperincikan 17 tugasan pengaturcaraan bermula dari tahun 2001
hingga 2019 dengan memperlihatkan 100% mempratikkan pendekatan berpandu (terdapat
panduan) yang secara praktisnya memberi impak positif kepada pelajar ke arah penyelesaian
tugasan dengan lebih lancar. Lebih 50% tugasan yang dibincangkan di dalam kajian tersebut
mempratikan pendekatan berperingkat atas kesedaran penyelidik bahawa pengetahuan pelajar
terhad untuk menyelesaikan tugasan dalam skala besar sekaligus membantu meningkatkan
pemahaman pelajar secara berperingkat, khusus kepada sub topik atau konsep pengaturcaraan
yang perlu dikuasai oleh pelajar. Pendekatan lelaran (berulang) dipraktikkan sama ada melalui
penghantaran berkali-kali atur cara yang dihasilkan oleh pelajar sehingga mencapai spesifikasi
yang ditetapkan atau melalui proses penulisan atur cara pada peringkat seterusnya dalam untuk
mencapai objektif yang diberikan. Pendekatan lelaran dalam menulis atur cara dipercayai boleh
meningkatkan kefahaman pelajar dengan lebih baik dan secara praktisnya, pelajar dilihat dapat
menghasilkan atur cara yang lebih berkualiti dan tepat mengikut spesifikasi yang ditentukan .
Sebagai mana yang diketengahkan dari kajian di atas, kepelbagaian tugasan dengan pendekatan
berbeza, namun matlamat semua penyelidik adalah sama dan sepakat mengaitkannya dengan
elemen motivasi. Motivasi adalah kesanggupan atau keinginan pelajar melibatkan diri sehingga
berjaya dalam suatu proses pembelajaran (Bomia et al.1997). Helme dan Clarke (2001)
menyatakan bahawa pelajar memerlukan motivasi (keinginan untuk belajar) dan kemahiran
(keupayaan) untuk berjaya dalam bidang masing-masing Menurut Jenkins (2001) motivasi
menjadi faktor sangat penting untuk pelajar berjaya di dalam proses pembelajaran. Pelajar
mesti termotivasi agar mereka dapat melibatkan diri dalam proses pembelajaran dengan kaedah
yang betul (Jenkin 2001).
Melihat kepada pentingnya motivasi dalam proses pengajaran dan pembelajaran,
elemen tersebut menjadi salah satu faktor penting yang dalam penyediaan tugasan makmal
untuk memupuk minat pelajar secara khusus dalam bidang pengaturcaraan. Elly Johana et al.
(2015) mengusulkan rangka kerja reka bentuk tugasan makmal pengaturcaraan berorientasi
objek berasaskan teknologi persuasif bertujuan untuk meningkatkan keyakinan dan motivasi
pelajar semasa meyiapkan tugasan pengaturcaraan. Setiap komponen rangka kerja dipetakan
kepada sepuluh prinsip teknologi persuasif. Ia melibatkan lima prinsip dari kategori Sokongan
Tugasan Utama iaitu kesepadanan, keringkasan, kekhususan, pemantauan diri dan simulasi.
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Tiga prinsip dari kategori Sokongan Dialog iaitu kesukaan, cadangan dan persamaan manakala
dua prinsip lagi adalah kepakaran dan kerjasama masing-masing dari kategori Sokongan
Kredibiliti Sistem dan Sokongan Sosial. Seterusnya, tugasan makmal OOP direka bentuk
berdasarkan rangka kerja yang telah dibangunkan. Ia melibatkan penggabungan pendekatan
berpandu, berperingkat, dan lelaran secara komprehensif dalam sebuah tugasan selain
mengandungi bahan sokongan tambahan dalam bentuk teks dan video untuk memberi panduan
secara berperingkat dan intensif untuk membantu pelajar meyelesaikan tugasan dengan lebih
lancar. Menariknya, bahan sokongan yang diberikan bersifat dinamik seperti video amat
menyokong keperluan pengajaran terkini yang cenderung menggunakan platfom e-
pembelajaran. Walaupun rangka kerja dibangunkan memberi fokus kepada mereka bentuk
tugasan pengaturcaraan berorientasi objek, namun rangka kerja tersebut bersifat umum dan
boleh dijadikan panduan untuk mereka bentuk tugasan bukan sahaja dalam bidang
pengaturcaraan tetapi dalam bidang lain yang boleh diadaptasi mengikut keperluan.
Kesimpulan
Pelajar menghargai tugasan yang ringkas, mudah untuk ditangani dan mengandungi
unsur-unsur visual yang boleh memberi idea yang jelas.Tugasan berpandu yang mempunyai
langkah berperingkat yang dilaksanakan secara lelaran dengan penerapan prinsip persuasif
menyediakan persekitaran pembelajaran yang lebih lancar dan seresam dengan mereka. Bahan
sokongan seperti video merupakan sumber pembelajaran penting yang memudahkan pelajar
untuk memperoleh maklumat dengan lebih baik dan secara semula jadi berbanding penggunaan
teks teks dan imej statik sahaja. Jika pelajar lebih berminat dalam tugasan, mereka melakukan
lebih banyak percubaan untuk menyelesaikannya, lebih banyak masa yang diperuntukkan
untuk meneroka konsep pengaturcaraan yang dipelajari dan mereka berkemampuan untuk
menghasilkan atur cara yang jauh lebih berkualiti.
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InCeS : PEMBELAJARAN BERASASKAN PERMAINAN
Azlina Mohd Mydin, Siti Nurleena Abu Mansor, Wan Anisha Wan Mohammad,
Mahanim Omar, Rafizah Kechil dan Siti Mariam Saad
[email protected], [email protected], wanan122@ uitm.edu.my, [email protected],
[email protected], [email protected]
Jabatan Sains Komputer & Matematik (JSKM),
Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
ABSTRAK
Senaman adalah aktiviti yang memberi manfaat bukan sahaja kepada kesihatan fizikal, malah kesihatan mental
juga. Pelbagai jenis senaman boleh diamalkan seperti berlari, berjalan, mendaki gunung, berbasikal, areobik,
dan sebagainya. Namun, dalam kesibukan harian dan kesuntukan masa, aktiviti seperti ini tidak dapat
dilakukan. Ini akan menjurus kepada gangguan kesihatan dan juga tekanan yang pastinya menjejaskan kualiti
kesihatan diri. Oleh itu, Infiniti Cergas Sihat (InCeS) merupakan satu inovasi permainan di mana aktiviti
senaman ringan digabungkan dan disusun seperti permainan papan (board games). InCeS direka sebagai satu
permainan unik yang melibatkan aktiviti gerakan senaman ringan dalam suasana yang menarik dan
menyeronokkan. Permainan InCeS ini bukan sahaja melibatkan pergerakan fizikal, malah permainan ini turut
menerapkan kemahiran jual beli, sewa, gadaian petak dan penetuan keputusan. InCeS juga boleh digunakan
sebagai salah satu alat manipulatif pembelajaran bagi pelajar pendidikan khas di sekolah.
Kata kunci : pembelajaran menarik, permainan papan, inovasi, interaktif, senaman
Pengenalan
Infniti Cergas Sihat (InCeS) merupakan satu inovasi permainan papan (board
games). InCeS diinspirasikan daripada tema Hari Sukan Negara 2018 oleh Kementerian
Belia dan Sukan Malaysia iaitu Jom Turun Padang. InCeS melibatkan pergerakan fizikal,
malah permainan ini turut menerapkan kemahiran jual beli, sewa, gadaian petak dan
membuat keputusan. InCeS juga boleh digunakan sebagai salah satu alat manipulatif
pembelajaran di sekolah. InCeS adalah satu inisiatif bagi membantu guru-guru dengan
menyediakan sebuah alat manipulatif pembelajaran bagi melakukan aktiviti bersama pelajar-
pelajar mereka. InCeS direka sebagai satu permainan unik yang melibatkan aktiviti gerakan
senaman ringan dalam suasana yang menarik dan menyeronokkan. InCeS direka dan
dihasilkan dengan bentuk dan warna yang menarik. InCeS sesuai diguna pakai di sekolah-
sekolah sebagai bahan bantu mengajar dalam aktiviti kecerdasan minda dan kecergasan.
InCeS juga sesuai digunakan oleh keluarga yang suka melakukan aktiviti dalaman (indoor)
bersama-sama atau dibawa semasa aktiviti luaran (outdoor) contohnya semasa aktiviti hari
keluarga (Family Day) dan juga semasa berkelah.
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Kajian Literatur
Terdapat pelbagai kaedah pengajaran dan pembelajaran yang boleh diterapkan kepada
para pelajar. Kaedah Game-Based Learning merupakan satu teknologi dalam pengajaran
yang boleh diaplikasikan dalam pelbagai subjek dan bidang bagi semua peringkat
pengajaran (Ku, 2014, Hsiao et al., 2014, Yang, 2012, Hwang et al., 2014, Eow et al.,
2010). Didapati, kaedah pembelajaran dengan Game-Based Learning ini bersesuaian
digunakan dalam proses penyelesaian masalah. Definisi Pembelajaran Berasaskan Permainan
(PBP) adalah pelbagai dan tiada definisi piawai. Permainan boleh dibahagikan kepada dua,
iaitu permainan digital dan bukan digital. Menurut Nazirah Mat Sin et al. (2013),
“permainan” adalah bertujuan untuk hiburan semata-mata manakala “Pembelajaran
Berasaskan Permainan Digital” bertujuan untuk memupuk kemahiran dan meningkatkan ilmu
kepada pemain atau pelajar. Menurut Liu dan Chen (2013) pula, PBP merujuk kepada
penggunaan permainan kad dapat meningkatkan hubungan interpersonal dalam proses
pembelajaran. Huang et al. (2010) juga menekankan bahawa Permainan Digital untuk tujuan
pendidikan perlu mempunyai impak yang positif kepada kognitif pelajar, proses motivasi dan
dapat memberikan ganjaran ekstrinsik kepada pelajar.
Permainan berpapan boleh digunakan untuk menggabungkan sesi pembelajaran secara
langsung dan tidak langsung. Kandungan sesuatu pembelajaran boleh diringkaskan dan
maklumat penting disampaikan menggunakan permainan berpapan dalam bentuk yang
mudah difahami. Penggunaan permainan berpapan dapat mengurangkan masa yang
diperlukan untuk belajar, mengingat dan mendapatkan maklumat baru. Melalui penggunaan
permainan berpapan, pengguna boleh melakukan aktiviti perbincangan, kolaborasi dan
membina komunikasi (Treher, 2011). Penggunaan permainanan berpapan meningkatkan
kreativiti, tumpuan dan keyakinan pelajar. Ia sesuai dengan pilihan masa kini pelajar yang
mengharapkan tugas pembelajaran yang lebih cepat, aktif dan mempunyai ciri-ciri
penerokaan (Kirriemuir & McFarlane, 2004). Kaedah pengajaran tradisional sukar memenuhi
harapan pelajar masa kini. Penggunaan permainan dapat menambahkan tenaga di dalam kelas
dan mendorong pelajar belajar dengan cara yang unik (Sardone & Scherer, 2016).
Penggunaan permainan papan merupakan kaedah yang murah untuk mengurangkan
jurang pengetahuan yang memisahkan kanak-kanak yang kurang berkemampuan dan lebih
berkemampuan ketika mereka ingin memulakan persekolahan (Siegler & Ramani, 2008).
Permainan berpapan merupakan intervensi kos rendah yang ringkas dapat berjaya
meningkatkan kemahiran berangka kanak-kanak dari keluarga berpendapatan rendah
(Scalise, Emily, Daubert & Ramani, 2019).
Penggunaan permainan papan dalam pembelajaran berkesan untuk meningkatkan
kelewatan dalam pembelajaran (Frasca et all., 2020). Hasil kajian Hawes et al. (2019)
mendapati kanak-kanak dapat mengenali angka dalam masa yang singkat iatu dalam masa 45
minit dengan bantuan penggunan permainan nombor papan. Permainan papan juga boleh
digunakan sebagai alat pendidikan oleh badan profesional kesihatan. Selain itu, permainan
papan boleh digunakan dalam program pendidikan kesihatan yang sesuai dengan komponen
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permainan papan sebagai intervensi pencegahan dan terapi tingkah laku kognitif, keadaan
psikologi dan penyakit gaya hidup (Nakao, 2019).
Kelebihan dan Keunikan InCeS
Permainan InCeS mempunyai banyak kelebihan. Sebagai contoh, permainan InCeS
dapat membantu pemain menjadi lebih cerdas dan sihat. Soalan-soalan ujian minda yang
disertakan dapat membantu para pemain berfikir dengan cerdas, manakala aktiviti regangan
dapat membantu pemain agar menjadi lebih cerdas dan sihat. Semasa bermain InCeS, para
pemain akan berinteraksi secara bersemuka bersama-sama pemain lain dan ini dapat
membolehkan pemain berinteraksi dengan lebih berkesan. Para pemain juga didedahkan
dengan sikap yang positif semasa bermain. Pemain dapat memberi sokongan dan galakan
kepada rakan permainannya yang lain supaya berjaya menyelesaikan tugasan yang diberi.
Secara tidak langsung, permainan InCeS dapat merapatkan hubungan antara pemain.
Terdapat banyak juga manfaat yang dapat diperoleh apabila menggunakan permainan
InCeS sebagai alat manipulatif pembelajaran. Antaranya termasuklah dapat membantu dalam
pertumbuhan dan perkembangan fizikal kanak-kanak apabila mereka melakukan aktiviti
senaman ringan yang terdapat dalam permainan. Selain itu, dengan menggabungkan aktiviti
fizikal dalam sesi pembelajaran, ia dapat merangsang perkembangan mental mereka seperti
meningkatkan keupayaan berfikir dan menginterpretasikan pengetahuan yang mereka terima.
Malahan, penggunaan permainan InCeS semasa belajar turut dapat membantu dalam
perkembangan emosi dan sosial kanak-kanak apabila mereka bermain bersama rakan-rakan
atau keluarga mereka.
Kaedah Permainan InCeS
Permainan InCeS merupakan satu inovasi permainan yang direka sebagai alat
manipulatif pembelajaran. Permainan InCeS ini menggabungkan pelbagai aktiviti senaman
ringan yang disusun seperti mainan berpapan agar dapat menarik minat kanak-kanak untuk
melakukan aktiviti fizikal yang menyihatkan tubuh badan. Antara senaman ringan yang
disertakan termasuklah bangkit tubi (sit up), tekan tubi (pumping), regang papan (plank),
lompat bintang (jumping jack), cangkung (squat), lari setempat dan sebagainya. Selain petak
aktiviti senaman ringan, petak seperti penalti dan ganjaran turut disertakan bagi menjadikan
mainan ini lebih menarik. Rajah 1 menunjukkan jenis-jenis senaman yang terdapat dalam
permainan InCeS.
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Rajah 1: Permainan InCeS
Permainan InCeS ini sesuai dimainkan dalam kumpulan yang terdiri daripada 2 hingga 5
orang. Set permainan ini disertakan dengan satu tikar permainan InCeS yang bersaiz 4 kaki x
3 kaki, 5 boneka pemain, 1 dadu, 1 peket mata ganjaran, 1 peket butang pemilikan petak, 16
keping kad pemilikan petak,15 keping kad Ganjaran, 15 keping kad Penalti.
Permainan InCeS sesuai dimainkan sama ada di luar atau di dalam rumah. Justeru,
ianya sesuai digunakan untuk menggalakkan kanak-kanak melakukan aktiviti fizikal di rumah
tanpa perlu keluar terutamanya ketika pandemik Covid-19 pada waktu ini. Permainan ini
boleh dimainkan secara individu dengan bilangan pemain antara dua hingga empat orang atau
secara berkumpulan dengan satu kumpulan boleh terdiri daripada dua hingga lima orang
pemain. Setiap pemain atau kumpulan akan diberikan satu buah penanda berwarna bagi
mewakili diri atau kumpulan masing-masing. Buah penanda tersebut akan mewakili
pergerakan mereka di atas papan mainan.
Cara-cara pengendalian permainan berpapan InCeS dalam sesi pembelajaran secara
berkumpulan ditunjukkan dalam Rajah 2. Para peringkat pertama, kumpulan kecil akan
dibentuk dengan bilangan maksimum kumpulan yang dibenarkan bagi setiap sesi permainan
adalah empat. Seterusnya, setiap wakil kumpulan akan melempar dadu bagi menentukan
giliran mereka bermain. Pada peringkat yang kedua pula, setiap ahli kumpulan akan
membaling dadu mengikut giliran kumpulan mereka dan menggerakkan buah penanda
berwarna mengikut nombor dadu yang diperoleh. Pemain tersebut seterusnya akan menjawab
soalan yang disediakan oleh guru atau pengajar. Sekiranya mereka berjaya menjawab soalan
tersebut, mereka akan melakukan senaman yang tertera pada petak yang mereka berada dan
akan memperoleh markah. Namun, sekiranya mereka tidak berjaya menjawab dengan betul,
mereka perlu menyelesaikan senaman tanpa memperoleh sebarang markah. Proses ini
berulang sehingga selesai sesi permainan.
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SALA
H
BERMAIN UNTUK JANGKA MASA YANG DIINGINI
LAKUKAN SENAMAN
TETAPI TIDAK
MENDAPAT MARKAH
MULA
PEMBAHAGIAN KUMPULAN KECIL (1 KUMPULAN 2 – 5 ORANG)
MEMBALING DADU BAGI MENENTUKAN GILIRAN BERMAIN
KUMPULAN MEMBALING DADU MENGIKUT GILIRAN DAN
MENGGERAKKAN ‘BUAH’ KE PETAK BERDASARKAN NOMBOR
YANG TERTERA PADA DADU
TAMAT
LAKUKAN SENAMAN
DAN MENDAPAT
MARKAH
MENJAWA
B SOALAN
BETU
L
Rajah 2: Cara pengendalian permainan InCeS sebagai alat manipulatif pembelajaran
Analisa Dan Keputusan
Satu program telah dijalankan bersama sekolah yang mempunyai pelajar pendidikan
khas. InCeS telah di gunakan sebagai salah satu aktiviti dalam program tersebut. Sejumlah 40
borang soal selidik telah diserahkan kepada guru bagi menilai 40 orang pelajar pendidikan
khas yang mengikuti sesi ini. Soal selidik tersebut mempunyai lima kriteria yang diukur iaitu
berdasarkan jasmani, emosi, rohani, intelektual dan Sosial. Berikut adalah penerangan bagi
setiap kriteria.
Jadual 1: Ketereangan Kriteria
KRITERIA PENERANGAN
Jasmani Kemampuan pelajar melaksanakan aktiviti yang diperlukan.
Emosi Kebolehan pelajar menunjukkan emosi (gembira, sedih dsb.).
Rohani Kepatuhan pelajar terhadap arahan yang diberikan.
Intelektual Kebolehan pelajar memotivasi diri dan rakan-rakan.
Sosial Kebolehan pelajar menjalinkan hubungan sosial dengan rakan-rakan.
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Berdasarkan analisa data yang diperolehi seperti yang ditunjukkan dalam Rajah 3, dua
puluh enam orang (65%) ialah pelajar lelaki, manakala 14 orang pelajar perempuan (35%).
Mereka berumur antara 13 tahun hingga 19 tahun. Sebelas orang daripada mereka berumur
16 tahun, 8 orang berumur 17 tahun, 7 orang berumur 13 tahun, 5 orang berumur 15 tahun
manakala bakinya berumur 14 tahun (3 pelajar), 18 tahun (3 pelajar) dan 19 tahun (3 pelajar).
Pelajar ini telah mengikuti persekolahan di sekolah ini antara sembilan bulan hingga ke enam
tahun. Walau bagaimanapun, hanya separuh sahaja data jangkamasa persekolahan di sekolah
tersebut yang diperolehi.
Rajah 3: Pecahan pelajar pendidikan khas yang terlibat mengikut jantina.
Berdasarkan Rajah 4, hampir semua guru bersetuju bahawa aktiviti ini menarik minat
pelajar untuk belajar sambil bermain. Ini bertepatan dengan rumusan kajian M. N. Masran
dan A.H. Abu Kassin (2014) yang menyatakan murid menunjukkan minat dan reaksi yang
positif terhadap kaedah belajar sambil bermain yang dilaksanakan oleh guru mereka.
Rajah 4: Pandangan Guru terhadap InCeS
Setuju6%
Sangat setuju94%
Aktiviti ini menarik minat pelajarSetuju
6%
Sangat setuju94%
Aktiviti ini membantu pelajar mempraktikkan pengetahuan
mengeja mereka
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51
15.0
85.0
0
20
40
60
80
100
Sederhana aktif Sangat aktif
Per
atu
s
JASMANI : Kemampuan pelajar melaksanakan aktiviti yang
diperlukan.
5.0
20.0
75.0
0
20
40
60
80
100
Bermain tanpamenunjukkan
sebarang emosi
Menunjukkan SATUemosi sepanjang
permainan
Menunjukkanemosi bercampur
EMOSI : Kebolehan pelajar menunjukkan emosi (gembira, sedih
dsb.)
Merujuk Rajah 5, daripada penilaian yang dilakukan oleh guru, 85% pelajar adalah
sangat aktif jasmani. 75% pelajar menunjukkan emosi bercampur seperti gembira apabila
menjawab jawapan dengan betul, teruja membantu rakan-rakan dan kecewa apabila gagal
menjawab dengan betul. Walau bagaimanapun, terdapat 2 orang pelajar yang tidak
menunjukkan sebarang emosi ketika bermain.
Rajah 5: Penilaian guru terhadap pelajar berdasarkan kriteria JASMANI dan EMOSI.
Rajah 6: Penilaian guru terhadap pelajar berdasarkan kriteria ROHANI, INTELEKTUAL dan
SOSIAL
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Rajah 6 adalah berdasarkan kepatuhan kepada arahan, 90% pelajar faham dan patuh
kepada arahan permainan. Manakala bakinya tidak dapat mengikut sepenuhnya arahan yang
diberikan. Dari segi intelektual, 57.5% terlibat secara aktif dengan memberi sokongan serta
semangat kepada semua rakan-rakan. Manakala selainnya, hanya memilih rakan tertentu
sahaja untuk diberi sokongan. Di sudut sosial pula, 70% pelajar boleh berkomunikasi dengan
semua pelajar manakala 30% hanya berkomunikasi dengan individu tertentu sahaja.
Kesimpulan
InCeS merupakan papan permainan yang menarik dan boleh digunakan dalam
pembelajaran. InCeS mampu menarik minat pelajar untuk mencuba permainan ini kerana ia
mempunyai tarikan yang tersendiri dari segi rekabentuk dan warnanya. InCeS sesuai diguna
pakai di sekolah-sekolah sebagai bahan bantu mengajar dalam aktiviti kecerdasan minda dan
kecergasan. Daripada kajian yang dibuat, boleh disimpulkan bahawa para guru dan pelajar
sangat berminat dan gemar mengunakan InCeS dalam proses pembelajaran mereka.
Rujukan:
Barclay, S. M., Jeffres M. N., & Bhakta, R. (2011). Educational card games to teach
pharmacotherapeutics in an advanced pharmacy practice experience. Am J Pharm
Educ, 75, 1-
Cordova, D. I., & Lepper, M. R. (1996). Intrinsic motivation and the process of learning:
beneficial effects of contextualization, personalization, and choice. Journal of
Educational Psychology, 88, 715-730.
Frasca, A. S., Singh, A., Curry, D., Tauriello, S., Epstein, L. H., Faith, M. S., Reardon, K. dan
Pape, D. (2020). Evaluating a Board Game Designed to Promote Young Children’s
Delay of Gratification. Frontiers in Psychology, 11.
https://doi:10.3389/fpsyg.2020.581025
Hawes, Z., Cain, M., Jones, S., Thomson, N., Bailey, C., Seo, J., Caswell, B. dan Moss, J.
(2019). Effects of a Teacher‐Designed and Teacher‐Led Numerical Board Game
Intervention: A Randomized Controlled Study with 4‐ to 6‐Year‐Olds. Mind, Brain,
and Education. https://doi:10.1111/mbe.12215
Hwa, Q.A. 2005. Learning for the workplace: A case study in graduate employees’ generic
competencies. Journal of Workplace Learning 17(4): 231-242.
Kirriemuir, J., and McFarlane, A. (2004). Literature Review in Games And Learning.
NESTA Futurelab Series, Report 8. Bristol, UK: Nesta Futurelab.
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Masran, M. N. dan Abu Kassin, A.H. (2014), Keberkesanan Kaedah Belajar Sambil Main
Dalam Meningkat Kemahiran Membaca Lisan Dalam Kalangan Murid-Murid
Bermasalah Pembelajaran, Asian Education Action Research Journal (AEARJ), ISSN
2289-3180 / Vol. 3 / 2014
Nakao, M. (2019). Board games as a promising tool for health promotion: a review of recent
literature. Special series on “effects of board games on health education and
promotion”, Nakao BioPsychoSocial Medicine, 13(5). https://doi.org/10.1186/s13030-
019-0146-3
Natalie, R., Anne, M. , dan Elizabeth, R., Bagaimana Pembelajaran Berbasis Main Dapat
Menetapkan Anak Anda Untuk Kejayaan Di Sekolah Dan Di Luar. Retrieve February
9, 2020 from https://ms.innerself.com/content/personal/relationships/parenting/18150-
how-play-based-learning-can-set-your-child-up-for-success-at-school-and-beyond.html
Salman, Z. (2001). The effect of games on mental development of elementary school
children. Unpublished dissertation, Tarbiat Modares University, Tehran, Iran.
Taspinar, B., Schmidt, W., & Schuhbauer, H. (2016). Gamification in education: a board
game approach to knowledge acquisition. Procedia Computer Science, 99, 101-116.
Virvou, M., Katsionis, G., & Konstantinos, M. (2005). Combining software games with
education: evaluation of its educational effectiveness. Educational Technology &
Society, 8(2), 54-65
Wong, W., SMK St. Paul & Kamisah, O. (2018). Pembelajaran Berasaskan Permainan dalam
Pendidikan Stem dan Penguasaan Kemahiran Abad Ke-21.Politeknik & Kolej
Komuniti Journal of Social Sciences and Humanities, Vol. 3, 2018 eISSN 0128-2875
Wing, J. M. (2008). Computational thinking and thinking about computing. Philosophical
Transactions of the Royal Society A: Mathematical, Physical and Engineering
Sciences, 366(1881), 3717–3725.
Yadav, A., Mayfield, C., Zhou, N., Hambrusch, S., & Korb, J. T. (2014). Computational
Thinking in Elementary and Secondary Teacher Education. ACM Transactions on
Computing Education, 14(1), 1–16.
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A STUDY ON PERCEIVED STRESS AMONG NEW TERTIARY
EDUCATION INSTITUTION STUDENTS IN MALAYSIA
Mohd Syafiq Abdul Rahman, Norazah Umar, Zuraira Libasin, Ahmad Rashidi Azudin, and
Nur Azimah Idris
[email protected], [email protected], [email protected],
[email protected], [email protected],
Jabatan Sains Komputer & Matematik (JSKM),
Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
ABSTRACT
As the number of COVID-19 cases keep fluctuating, the Ministry of Higher Education in Malaysia had
ordered all lessons should be conducted remotely in 2020 but exceptions were also given to certain needs. New
first-year students were greatly affected as they did not get the chance to experience the university life. Thus, this
study aims to analyse the perceived stress level among the first-year students due to remote teaching and learning.
272 students from 6 faculties and three different education levels namely pre-diploma, diploma, and degree from
a tertiary education institution in Penang, Malaysia participated in this study. This study adopted a questionnaire
by AlAteeq et al. (2020). The survey was developed using Google Form which later disseminated through
WhatsApp and Telegram. The demographic and perceived stress data were analysed using frequencies and
percentages of each item to see its trend and pattern. The conclusion was made based on the Perceived Stress
Scale (PSS) by Cohen et al. (1983). The findings is alarming since 249 from 272 students (91.5%) were
categorized in high stress level, followed by moderate stress (7.7%) and low stress (0.7%).
Keywords: COVID-19, remote learning, tertiary education, perceived stress
1.0 Introduction
In December 2019, a new type of coronavirus was identified in Wuhan, China (World
Health Organization, 2020), which now known as COVID-19. Since then, the virus spread
rapidly and globally (Wu et al., 2020). Researchers are actively experimenting to find the
treatment to end the virus (Kupferschmidt and Cohen, 2020; Elengoe, 2020). To date, World
Health Organization (WHO) had reported more than 120 million confirmed cases, with deaths
exceeding 2 million cases. As of 17th of March 2021, WHO is currently evaluating 15 types of
vaccines which are manufactured by Pfizer/Biotech, AstraZeneca, SK Bio, Serum Institute of
India, Sinovac and a few others (World Health Organization, 2021).
Even though vaccines are ready, Malaysia just started the first of 3 phases of
vaccination on the 24th of February 2021. The prime minister of Malaysia was the first to
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receive the vaccine (BERNAMA, 2021). As a precaution, Malaysia still implementing
Movement Control Order (MCO) to curb the disease (Shah et al., 2020). Since the first phase
of MCO until the eighth phase, COVID-19 has affected Malaysia's higher education sector
especially in teaching and learning (Sia and Adamu, 2020). Thus, educational institutions are
instructed to move their traditional face to face teaching and learning to online distance learning
(Othman et al., 2020).
Teaching and learning scenario changed dramatically since online education has taken
place. There are positive and negative sides to online learning. On the positive side, this
situation gives more spaces for lecturers to express their creativity in remote teaching and
learning implementation. However, mental stress, lack of infrastructure, and less flexibility to
interact among students and lecturers are some of challenges faced by educational institutions
(Sia and Adamu, 2020; Khojasteh et al., 2021).
Recent studies have shown that the pandemic has impacted individual’s physical,
mental, emotional, and social well-being. Son et al. (2020) showed that tertiary students in the
United States are at increased risk for experiencing adverse mental health outcomes during
COVID-19. AlAteeq et al. (2020) revealed significant gender differences in the psychological
response to the pandemic among students in Saudi Arabia. According to a research conducted
by Cao et al. (2020), due to the pandemic, approximately 24.9% of university students in China
suffered from anxiety.
During the COVID-19 pandemic, it is very challenging for the university students,
especially the new students whom started their first semester on October 2020. New students
have to complete the registration online and face to face classes were not permitted. This is
because the Ministry of Higher Education had advised educational institutions to execute
teaching and learning remotely (The Ministry of Higher Education, 2020). Thus, this study
aims to analyse the perceived stress level among the first-year students due to remote teaching
and learning during the COVID-19 pandemic in Malaysia.
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2.0 Methodology
2.1 Population and sampling
This study was conducted in a tertiary education institution in Penang, Malaysia, which
involved 272 students from 6 faculties and three different education levels namely pre-diploma,
diploma, and degree.
2.2 Instrumentation
This study adopted a questionnaire by AlAteeq et al. (2020). Google Form was used to
create a link for the survey and disseminated via WhatsApp and Telegram. The survey has
seven questions on socio‑demographic such as age, gender, education, and living area,
followed by ten items to assess the respondents' stress perception. The responses were
evaluated using the 5-point Likert scale representing 1 for never to 5 for very often. A
qualitative question about the emotion during the pandemic was also included at the end of the
questionnaire. It categorised respondents into three types of emotions; positive, negative or
mixed.
2.3 Data Analysis
2.3.1 Reliability Analysis
The questions' reliability was tested using Cronbach's Alpha ranging from zero to one,
where zero showing complete unreliability and a value of one representing perfect reliability.
Table 1: Range of Cronbach's Alpha
No Coefficient of Cronbach's Alpha Reliability Level
1 More than 0.90 Excellent
2 0.80 – 0.89 Good
3 0.70 – 0.79 Acceptable
4 0.60 – 0.69 Questionable
5 0.50 – 0.59 Poor
6 Less than 0.50 Unacceptable
Source: Adopted from George and Mallery (2003)
2.3.2 Descriptive Analysis
The demographic and perceived stress data were analysed using frequencies and
percentages of each item to see its trend and pattern. The score for item 1 to 10 in perceived
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stress was calculated for each respondent to determine their stress level. The conclusion was
made based on the Perceived Stress Scale (PSS) (Cohen et al.,1983), where the total mean
scores of 0 to 13 are considered to be low stress, 14 to 26 indicate moderate stress and 27 to 40
indicate high stress.
Figure 1: Flowchart of Research Study
3.0 Result
3.1 Reliability Analysis
In this section, the results obtained will be discussed thoroughly. Table 1 presents the
result of the reliability test. The Cronbach's alpha coefficient obtained was 0.792, which
Not acceptable Acceptable
Revised the Questionnaire
Checking
for validity
START
END
Develop online questionnaire
Design questionnaire
Modified and adapted from AlAteeq et al.(2020)
to meet the research specifications
Analysing data
Results
Distribute to student through social media
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indicates that the questionnaire was constructed with slightly high reliability and was
acceptable for measuring the variables in this study.
Table 1: Result of Reliability Test
4.2 Descriptive Analysis
The demographics analysis which include gender, age, level of education, and area of
living for the 272 respondents involved in this study are depicted in Table 2. The proportion of
male respondents was 56.6% (154 respondents), while the female respondents were 43.4% (118
respondents). The majority of the respondents were less than 20 years old (71.7%) and 68.4%
of all respondent were diploma students. This result is not biased because it follows the
objective of the study which is to explore the perceived stress level among first-year students
due to remote teaching and learning during the COVID-19 pandemic in Malaysia.
Since the Ministry of Higher Education advised educational institutions to execute
teaching and learning remotely (The Ministry of Higher Education, 2020), it is relevant to
identify the area of living that students are primarily staying in as it influenced their internet
accessibility. The result in Table 2 shows that the majority of the students live in the sub-urban
area (54%), and followed by urban (32.4%) and rural area (13.6%).
Table 2: Demographic Analysis
Measure Item Frequency Percentage
Gender Male 154 56.6
Female 118 43.4
Age < 20 195 71.7
20-25 74 27.2
>25 3 1.1
Level of education Pre-Diploma 15 5.5
Diploma 186 68.4
Degree 71 26.1
Area of living Urban 88 32.4
Sub Urban 147 54.0
Rural 37 13.6
Cronbach's Alpha Number of items
0.792 10
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The ten items representing the questions to determine the perceived stress are listed below:
Item 1 : In the last month, how often have you been upset because of something that happened
unexpectedly?
Item 2 : In the last month, how often have you felt that you were unable to control the important
things in your life?
Item 3 : In the last month, how often have you felt nervous and stressed?
Item 4 : In the last month, how often have you felt confident about your ability to handle your
personal problems?
Item 5 : In the last month, how often have you felt that things were going your way?
Item 6 : In the last month, how often have you found that you could not cope with all the things
that you had to do?
Item 7 : In the last month, how often have you been able to control irritations in your life?
Item 8 : In the last month, how often have you felt that you were on top of things?
Item 9 : In the last month, how often have you been angered because of things that happened
that were outside of your control?
Item 10 : In the last month, how often have you felt difficulties were piling up so high that you
could not overcome them?
Table 3: Perceived stress
Items Never
(1)
Seldom
(2)
Sometimes
(3)
Fairly often
(4)
Very often
(5)
Mean Std. dev
1 4
(1.5%)
25
(9.2%)
83
(30.5%)
103
(37.9%)
57
(21%)
3.68 0.956
2 9
(3.3%)
26
(9.6%)
88
(32.4%)
95
(34.9%)
54
(19.9%)
3.58 1.017
3 2
(0.7%)
22
(8.1%)
63
(23.2%)
106
(39%)
79
(29%)
3.88 0.948
4 6
(2.2%)
53
(19.5%)
122
(44.9%)
66
(24.3%)
25
(9.2%)
3.19 0.928
5 10
(3.7%)
60
(22.1%)
126
(46.3%)
61
(22.4%)
15
(5.5%)
3.04 0.902
6 8
(2.9%)
35
(12.9%)
95
(34.9%)
89
(32.7%)
45
(16.5%)
3.47 1.009
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7 11
(4%)
46
(16.9%)
131
(48.2%)
68
(25%)
16
(5.9%)
3.12 0.897
8 26
(9.6%)
64
(23.5%)
130
(47.8%)
39
(14.3)%
13
(4.8%)
2.81 0.959
9 7
(2.6%)
37
(13.6%)
89
(32.7%)
84
(30.9%)
55
(20.2%)
3.53 1.041
10 9
(3.3%)
34
(12.5%)
88
(32.4%)
97
(35.7%)
44
(16.2%)
3.49 1.013
Table 3 shows the percentage for each items from Item 1 to Item 10 for perceived stress
that were calculated to determine their stress level. All items show an average mean score above
3.00, except Item 8, which got a mean score less than 3.00 (2.81) with a 0.959 standard
deviation. It shows that sometimes they often felt negatives feeling last month, which led to
stress eventually. The level of stress can be identified from these ten items using the Perceived
Stress Scale (PSS) (Cohen et al.,1983). Table 4 indicates the students’ level of stress.
Table 4: Level of stress
Level Score Frequency Percentage
Low Stress 0-13 2 0.7%
Moderate Stress 14-26 21 7.7%
High Stress 27-40 249 91.5%
The findings is quite surprising since 249 from 272 students (91.5%) were grouped in
high stress category. It followed by moderate stress (7.7%) and low stress (0.7%), respectively.
It is alarming that most students felt stressed doing online distance learning during this
pandemic. This is because the students felt the burden since the classes are more self-paced and
high number of workloads to be completed.
4.0 Conclusion
The conclusion obtained in this case hold globally as online learning significantly
changes the nature of interactions between students, their peers, and also lecturers. Since
students can participate in online courses at any time and from any location, it gives flexibility
for them to plan their daily schedules. Nevertheless, it may also be a challenge for students who
are not able to manage their time wisely. Living with families while studying remotely during
this pandemic can be a motivation for some and can also be a distraction for some which could
naturally induce stress in them.
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The high level of stress the students endured during remote learning should not be taken
lightly and must be addressed properly by all educational institutions including the ministry
related. There are many factors that relate stress and mental health issue such as sleeping
patterns, loneliness and resilience. Hence, the students should learn to control their level of
stress as their mental health are more likely to be affected during this pandemic (Varma et al.,
2021). In addition, there is also a need to study on the level of stress experienced by the lecturers
during remote learning.
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Learning Methods during Movement Control Order (MCO). Creative and Innovative Teaching
Practices during COVID-19 Movement Control Order (MCO), 1, 1-13.
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Shah, A. U. M., Safri, S. N. A., Thevadas, R., Noordin, N. K., Rahman, A. A., Sekawi, Z., Sultan, M.
T. H. (2020). COVID-19 Outbreak in Malaysia: Actions Taken by the Malaysian Government.
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FAVOURED INSTRUCTIONAL METHODS AND TEACHIING
MATERIALS FOR ONLINE DISTANCE LEARNING (ODL)
LECTURES ON INTERACTIVE MULTIMEDIA COURSE
Naemah Abdul Wahab, Wan Anisha Wan Mohammad, Azlina Mohd Mydin and
Dr. Syarifah Adilah Mohamed Yusoff [email protected], [email protected], [email protected],
Jabatan Sains Komputer & Matematik (JSKM),
Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
ABSTRACT
Computer subjects such as Interactive Multimedia is an important supplementary skill for higher education
students in any field of study. Nevertheless, teaching and learning computer subject for non-computer background
novice learners using online mode in the midst of COVID-19 pandemic is very challenging. Thus, this study was
done to identify the technical issues and difficulties, favoured approaches for lectures, exercises and reference
materials as well as preferred platform for lecture classes to be conducted using Online Distance Learning (ODL).
This study was conducted at the Department of Computer and Mathematical Sciences, Universiti Teknologi MARA
Cawangan Pulau Pinang. An online questionnaire via google form was created to collect data from 91 students.
The findings will be used to enhance the online lectures teaching technique for CSC253 course in the upcoming
semesters, increase students’ understanding and interest in this subject along with improving students’ grade.
Keywords: online distance learning in COVID-19, online distance learning student readiness in COVID-19
Introduction
Interactive Multimedia (CSC253) introduce the important topics in interactive
multimedia application development which consist of fundamental concepts in multimedia,
basic multimedia elements such as text, graphics, audio, video, and animation, requirements of
multimedia project development, computer hardware and software, current multimedia
authoring tools, file formats, media storage and memory management as well as applications
of multimedia for the Internet. These topics will be covered in lecture classes while hands-on
experience on software usage for graphic and video editing will be guided during the laboratory
sessions.
Faculty of Computer and Mathematical Sciences (FSKM), Universiti Teknologi
MARA (UiTM) offers the CSC253 course to all students in several programmes in UiTM as a
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compulsory subject. This subject is non-prerequisite for the other courses offered at the third
semester in the diploma level programme. CSC253 is conducted by lecture (theory) and
practical lesson in the laboratory. This paper aims to discover the appropriate ODL delivery
methods for lectures that are effective and favoured by the students. Through this study, the
instructors of this subject are looking forward to improve their online teaching methods, boost
students' interest and understanding as well as increase students’ grade in the future semesters.
Literature Review
In the beginning of year 2020, COVID-19 pandemic outbreak in Malaysia has forced
the Malaysian government to impose movement control order (MCO) for all Malaysian to stay
at home in order to curb this virus from spreading fast. This pandemic has hampered various
sectors and effect many other aspects of everyday life including the higher education. In
Universiti Teknologi MARA (UiTM), the MCO has affected students who have just started a
new semester in their fourth week, causing the university management requesting students to
go back to their hometown and stay at home for their safety. However, all learning activities
continued using Online Distance Learning (ODL) method.
According to (Allam et al., 2020) in their study, the term online distance learning is
also known as e-learning, blended learning, online learning and virtual learning is learning
activities that utilize Internet tools with limited or no physical social interaction with lecturers.
They also added that ODL convey course content through teleconferencing, online chatting or
forum, interactive video as well as recorded video and audio. Incidentally, in early 2020, UiTM
had launched its Learning Management System (LMS) known as UFuture to replace the earlier
i-Learn system. Nevertheless, since the use of UFuture was not compulsory so far, thus many
lecturers have opted for a more user-friendly and free platforms such as Google Classroom,
Microsoft Team and other social media such as WhatsApp, Telegram and YouTube as
mentioned by (Chung et al., 2020) in their study.
Online learning is entirely technological devices and internet dependent. The
dependency of online learning on technological equipment is a big challenge for institutions,
faculty and students. As mentioned by a study by (Adedoyin & Soykan, 2020), most students
that do not have access to high speed or reliable internet services or with outdated technological
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devices especially for those who are living in rural as well as marginalized communities are
struggling to meet up with some technical requirements of online learning. Moreover, (Allam
et al., 2020) said that students who access the internet through smartphones are unable to take
advantage of online learning because a significant amount of online content is not accessible
or limited via smartphones.
Besides concern about technological devices and Internet access among students,
student’s anxiety to join the ODL activities must take into consideration. Before planning for
ODL activities and choosing software platform for online classes, lecturers need to investigate
about Internet access connection, students’ technological devices, software literacy and their
ability for self-directed learning. Furthermore, educators must also consider their students’
motivation level to complete their study while facing interruption and difficulties at home as
mentioned by (Allam et al., 2020). This is due to unconducive learning environment since all
family members are staying at home with limited space to do revision and perform course
assessments as well as technical hitches such as computer problem, limited Internet data and
single device being shared by family members to perform their work.
Lack of proper interaction with instructors is another major concern stated by (Allam
et al., 2020) associated with online learning. Online learning platform such as Microsoft Team
Meet, Google meet, Zoom meeting and Cisco Webex require the student to have computer
literacy on engaging camera and microphone device. The student must also capable to
participate in online conversation, must be aware of online meeting ethics and must know how
to access the lecture notes as well as download and upload assessments to conduct self-directed
learning. The attention, motivation and proper guidance by frequently interaction spent by
lecturers toward students was expected to increase students’ readiness level. The initiative
taken by the lecturer will indirectly boost their interest on the course taken, increase their
performance and willingness to join the ODL session openly until the end of the semester.
Methodology
Ninety one students in the second year of Diploma in Tourism Management
programme, Universiti Teknologi MARA Cawangan Pulau Pinang participated in this study
towards the end of semester in 2021 after the Interactive Multimedia (CSC253) course was
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taught through Online Distance Learning (ODL). A set of questionnaires were developed as an
instrument of this study which comprises of 27 questions broken down into three main sections:
(i) Section 1: Respondents’ profile and basic information on CSC253 ODL, (ii) Section 2:
Lecture Teaching Methods, and (iii) Section 3: Laboratory Teaching Methods. Section 1
gathered information on respondent's background, the gadget they used, the technical issue
encountered (if any), the preferred platform for ODL and a few basic information on CSC253
lectures and labs. Section B collected students’ opinion on favoured teaching approaches and
tools for lecture classes, exercises and the lecture notes. Section C explored students’
preference on instructional methods and exercises for learning software in Interactive
Multimedia subject. However, this paper only focuses on the information obtained from
Section 1 and 2 of the questionnaire. This questionnaire was created using google form and
distributed through class WhatsApp groups to students taking the CSC253 course in the third
semester of 2021 session.
Result and Discussion
Generally, about 95.4% of the respondents are staying at home during online distance
learning are conducted throughout the semester. In this survey, 52% of students used
smartphone, 47% of the students used their laptop, 1% are using desktop and 0.5% is using
tablet for ODL classes. In Figure 1, from the feedback of 91 respondents on technical issues
during ODL, 42.9% of students experiencing slow internet connection, 27.5% are having
coverage problem while 20.6% are having not enough mobile data. Only 9% of the students
are not facing any technical issue during ODL.
Figure 1: Technical Issues during Online Distance Learning (ODL)
9.0%
27.5%
20.6%
42.9%
Technical Issues during ODL
None
Coverage Problem
Not Enough Data
Slow InternetConnection
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Figure 2 shows the ODL platform preferred by students. From the online survey
conducted, 29.0% of students favoured google classroom (GC), 26.6% preferred WhatsApp,
17.5% chosen Microsoft Team, 14.8% selected UFUTURE UiTM and the remaining 12.1%
preferred Telegram.
Figure 2: Students’ Preferred Platform for Online Distance Learning (ODL)
On the favoured methods for CSC253 lecture classes as shown in Figure 3, 40.6% of
students choose lecture slides to be distributed on learning platform such as Microsoft Team,
Google Classroom or UFUTURE UiTM. 35.4% of responded that they preferred live lecturer
classes by the lecturer whereas 23.1% favoured watching interactive video through learning
platform. The least favourite lecture method chosen by students are viewing pre-recorded
lecture video at Google Classroom.
Figure 3: Favoured Learning Methods for Lecture Classes
We try to find out whether students like their lecture notes to be distributed using other
application such as WhatsApp or Telegram. Figure 4 shows that 41.3% agreed to have their
17.5%
29.0%
14.8%
26.6%
12.1%
Students' Preferred Platform for ODL
Microsoft Team
Google Classroom
UFUTURE UiTM
Telegram
40.6%
23.1%
35.4%
0.9%
Favoured Methods for Lecture Classes
Distributing Slides on
Learning Platform
Watching Interactive Video
through Learning Platform
Live Class by the Lecturer
Lecture Video at Google
Classroom
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lecture notes distributed using WhatsApp or Telegram while 17.4% of students disagreed to
this reference material distribution medium.
Figure 4: Lecture Notes Distributed through WhatsApp or Telegram
We also like to discover whether the students fancy to have exercises given to them
on each of CSC253 lecture topic. As illustrated in Figure 5, only 27.5% of the students feel
pleased to have exercises on each lecture topic. The highest percentage of students (37.6%) are
neutral about this idea.
Figure 5: Exercises on Each Lecture Topic
Finally, we will also like to observe whether giving online games such as Kahoot
during each lesson will help the students to better understand on CSC253 lecture topics. As
seen in Figure 6, more than half of the students (56.9%) agreed that online games benefits them
to comprehend the lecture topics.
41.3%
29.4%
11.9%
17.4%
Lecture Notes Distributed through WhatsApp or
Telegram
Agree
Slightly Agree
Neutral
Disagree
27.5%
29.4%
37.6%
5.5%
Exercises on Each Lecture Topic
Agree
Slightly Agree
Neutral
Disagree
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Figure 6: Online Games on Each Lesson for Better Understanding on Lecture Topic
Based on the results of the analysis performed on five key questions to discover
students’ opinion on ideal teaching approaches and tools for lecture classes, exercises and the
lecture notes, the study found that students favoured their lecture classes to be conducted live
using platform such as Microsoft Team Meet or Google Meet. Although classes are conducted
using Online Distance Learning (ODL), students still prefer to have their lecture lessons to be
delivered using a medium allowing for a two-way communication. Additionally, live classes
using learning platform such as Microsoft Team can be recorded and shared to the students for
future reference and replay repeatedly at their own pace and free time to gain better
understanding of the content. The study also found that students like their lecture notes to be
distributed on learning platform such as Google Classroom, Microsoft Team or UFUTURE
UiTM. This is because having a centralized platform for them to refer and access the reference
materials for each course throughout the semester is crucial in an effective ODL system. They
also agreed to have the same learning materials to be shared in their class WhatsApp or
Telegram group as well. We think this is due to more than half (51.7%) are using their
smartphone as the learning medium for ODL classes as less than half of the students (46.8%)
owns a computer (laptop or desktop). The study also found that less than one third of the
students (27.5%) anticipated to have exercises on each lecture topic. When asked about the
reasons of why they are not pleased to have exercises, the students said that they have a lot of
assignments and tasks for other subjects as well as coping with ODL classes that are sometimes
done beyond a set timetable schedule. However, more than half of the students (56.9%) agreed
that online games such as Kahoot are able to assist the students in enhancing their
understanding on lecture topics.
56.9%22.9%
9.2%
11.0%
Online Games on Each Lesson for Better
Understanding on Lecture Topic
Agree
Slightly Agree
Neutral
Disagree
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Conclusion
In conclusion, these findings has identified the technical issues and difficulties in
carrying ODL lecture classes for Interactive Multimedia course among students. Since a
majority of students (95.4%) are staying at home during ODL and only a minority of 9% of the
students are not facing any technical issue such as slow internet connection, coverage problem
or not enough mobile data, it is important for the lecturer to find the most suitable instructional
method and tools to conduct their ODL lecture classes. Enhancements in the method for
conducting the ODL lessons must be a high priority and should be enriched in future semesters.
Lecturers should practice alternative approaches that suit students’ technological limitations
and technical concerns in order to facilitate the delivery of successful ODL classes and to
increase the interests of students on Interactive Multimedia course. Students are also expected
to adapt themselves to online distance learning methods despite their shortcomings, be more
independent and always have effective communication with their lecturers throughout the
semester.
References:
Adedoyin, O. B., & Soykan, E. (2020). Covid-19 pandemic and online learning: the challenges and
opportunities. Interactive Learning Environments, 1-13.
Allam, S. N. S., Hassan, M. S., Sultan, R., Mohideen, A. F. R., & Kamal, R. M. (2020). Online Distance
Learning Readiness during Covid-19 Outbreak among Undergraduate Students. Journal of
Academic Research in Business and Social Sciences, 10(5), 642-657.
Chung, E., Subramaniam, G., & Dass, L. C. (2020). Online Learning Readiness among University
Students in Malaysia amidst COVID-19. Asian Journal of University Education, 16(2), 46-58.
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THE IMPACT OF OPEN DISTANCE LEARNING DURING
COVID-19 PANDEMIC ON SOCIAL INTERACTION AMONG
UNIVERSITY STUDENTS
Noor’Aina Abdul Razak, Nor Hanim Abd Rahman, Rafizah Kechil [email protected], [email protected], [email protected]
Jabatan Sains Komputer & Matematik (JSKM),
Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
ABSTRACT
Since the emergence of Covid-19 at the end of 2019, open distance learning (ODL) has become a new norm
with the university students. There are numerous issues and challenges which have arisen during the ODL
period that have affected all levels of study. Thus, this preliminary research is carried out to look at the impact
of ODL on social interaction among the 191 students who had answered the questionnaires. The results show
that most students felt ODL had a negative impact on their social interactions throughout the remote learning
experience.
Keywords: social interaction, online distance learning, ODL, Covid-19, negative impact
Introduction
Online teaching and learning had been introduced by Universiti Teknologi MARA
(UiTM) since the year 1993. However, it had not been widely implemented by all level of
studies, until recently when Covid-19 came into the world back in 2019. Due to the Covid-19
pandemic, the teaching and learning environment had undergone unexpected transformation.
This shift from traditional to online mode of education known as ODL has now become the
new normal and challenges to the lecturers (or teachers) and students.
Whether we like it or not, ODL has become part of our lives especially for those in
the teaching and learning system. Various studies have been carried out since the emergence
of Covid-19. One of the areas that has caused a major concern among the researchers is the
impact of ODL on social interaction of university students. Some of them were by
Bernadetha (2020), Cao (2020), Ilonga, Ashipala and Tomas (2020), Lasfeto (2020), Norman
(2020) Mehall (2020) and Yilmazkuday (2020). The practice of social distancing as a new
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norm has greatly diminished the positive impact of social interaction as individuals utilize the
online environment more for learning purposes than socializing purposes (Baber, 2021).
Similarly, Elmer (2020) found that interaction and co-studying networks had reduced since
more students were studying alone. In addition, a study by Haider and Al-Salman (2020)
found that majority of the students agreed that ODL had resulted in social distancing and
students’ isolation. Hence, this preliminary article is produced to look at the impact of ODL
on social interaction among students in UiTM Penang specifically and some other responses
from outside too where the results are being discussed as an overall view.
Methodology
In this study, the students were given questionnaires using the Google form shared
through WhatsApp and Telegram. The questionnaires contained some demographic questions
and 10 general questions on social interactions during the ODL period. From the 1st of
October 2020 until 28th February 2021, a total of 191 respondents answered the survey. The
results were run automatically by Google and are presented in this paper.
Results and Discussions
Table 1 shows that females contributed more than half (54.5%) of the total 191
respondents. It also indicates that 68.1% respondents are below 22 years old where the
number of female and male respondents is almost equal. Those between 23-30 years old
contributed 26.7% whereas the remaining is 5.2% from the total respondents.
Table 1: Gender and age of respondents
Age Female Male %
Below 22 years 66 64 68.1
23-30 years 31 20 26.7
31-40 years 4 1 2.6
41-50 years 3 2 2.6
Total 104 87
Apart from Table 1, this study also found that 74.5% (144) respondents are
undergraduate students, and the rest are pre-diploma, postgraduates and others (not being
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specified) as illustrated in Figure 1(a). Figure 1(b) shows that the 191 respondents came from
almost equally distributed area which are urban (46.6%), suburban (30.4%) and rural (23%).
(a) (b)
Figure 1: Study levels and residential area
This paper also includes the demographic study on the data plan, internet speed,
preferable learning style and satisfaction towards ODL. Table 2 shows that only 1.6% (3) had
no data plan whereas the other 98.4% (188) had either unlimited or limited data plan which
were going to facilitate in ODL. Those with fast and medium speed of internet line
connection constituted 87.4% (167) that is more than half of the respondents. Only 12.6%
(24) had slow or no internet line at all. Half of the respondents were found to prefer blended
learning (53.4%), while another 14.7% preferred total ODL. However, there were also some
who chose to have a face-to-face session (31.9%). Out of 191 respondents, 58.1% (111) were
satisfied with the method of learning but 9.4% (18) felt that ODL did not suit them.
Table 2: Information on internet and ODL
Data plan Preferable learning style
Unlimited data 54.40% Face to face 31.90%
Limited data 44% ODL 14.70%
No data 1.60% Blended learning 53.40%
Internet Speed Satisfaction of ODL
Fast 20.90% Excellent 17.30%
Medium 66.50% Good 40.80%
Slow 12% Fair 32.50%
No internet 0.60% Poor 6.80%
Very poor 2.60%
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The results of the impact of ODL on social interaction had been summarized in Table
3. For Item 1 until Item 7, more than 60% of the respondents agreed that their social
interactions were greatly affected by the ODL session. They felt that ODL caused them to be
more distance and isolated, strengthening their social personality, lead to lethargy and
laziness, less involved in physical activities, create loneliness and harder for them to
collaborate with others. So as for Item 9, where 69.5% said that the traditional teacher role
was missing from their learning process. On the other hand, only 52.6% agreed that ODL
may lead to cyber-harassment (Item 8) and about 36% agreed that ODL gave positive impact
on their relationships with friends and lecturers (Item 10). For these two items, most of them
had undecided feeling towards the statements. With reference to Table 3, it appears that ODL
had given mostly negative impact on students.
Table 3: The impact of ODL on social interaction
Item Strongly disagree Disagree Undecided Agree
Strongly agree
1. The distance learning system resulted in social distancing.
0 1.1 22.6 38.9 37.4
2. Prolonged used of digital tools causes students' isolation.
1.1 2.6 27.9 36.8 31.6
3. University learning contributes to strengthening the social personality of students.
0 2.1 29.5 43.7 24.7
4. Staying home for long period of time leads to lethargy and laziness.
1.6 4.2 17.4 30.5 46.3
5. Distance learning might result in a significant drop in physical activities.
2.1 4.2 19.5 33.7 40.5
6. The inability to interact with other students may exacerbate feeling of loneliness.
2.1 4.8 23.8 31.7 37.6
7. It is easier to collaborate face to face than on distance learning.
1.1 2.6 21.1 27.9 47.4
8. Lack of social interaction may lead to cyber-harassment.
4.2 7.9 35.3 24.2 28.4
9. When lecturers are not particularly visible, some aspects of the traditional teacher role were missing.
0.5 2.1 27.9 33.2 36.3
10. The distance learning gives a positive impact on my relationship with my colleagues and lecturers.
5.76 13.09 43.98 21.99 14.66
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Conclusion
Although this is just a preliminary study on the impact of ODL to the university
students in general, some actions need to be taken to reduce the negative impacts. Lack of
social interaction, being isolated and feeling of loneliness may lead to depression if there are
no precautionary measures taken. Furthermore, feeling lazy and lack of involvement in
physical activities, especially outdoor activities, could lead to boredom and obesity. Although
ODL is a new norm nowadays, students need to socialize and push themselves to participate
in extra co-curricular activities to keep them connected and healthy. Parents, lecturers and
teacher also need to play their role in monitoring and advising their children to lead a better
and healthy lifestyle.
References:
Baber, H. (2021). Social interaction and effectiveness of the online learning – A moderating role of
maintaining social distance during the pandemic COVID-19. Asian Education and
Development Studies, https://doi.org/10.1108/AEDS-09-2020-0209
Bernadetha, N. (2020). The Effectiveness of Distance Learning Using Social Media during the
Pandemic Period of COVID-19: A Case in Universitas Kristen Indonesia. International Journal
of Advanced Science and Technology, 29 (7). 1764-1772. ISSN 2005 4238
Cao, W., Fang, Z., Hou, G., Han, M., Xu, X., Dong, J., & Zheng, J. (2020). The psychological impact
of the COVID-19 epidemic on college students in China. Psychiatry research, 287, 112934.
https://doi.org/10.1016/j.psychres.2020.112934
Elmer, T., Mepham, K., & Stadtfeld, C. (2020). Students under lockdown: Comparisons of students’
social networks and mental health before and during the COVID-19 crisis in Switzerland.
PLoS ONE 15(7): e0236337. https://doi.org/10.1371/journal.pone.0236337
Haider, A. S., & Al-Salman, S. (2020). Dataset of Jordanian university students’ psychological
health impacted by using e-learning tools during COVID-19. Data in Brief, 32, 106104.
www.elsevier.com/locate/dib.2020.106104
Ilonga, A., Ashipala, D. O., & Tomas, N. (2020). Challenges experienced by students studying
through open and distance learning at a higher education institution in Namibia: implications
for strategic planning. International Journal of Higher Education, 9(4), 116-127.
https://doi.org/10.5430/ijhe.v9n4p116
Lasfeto, D. (2020). The relationship between self-directed learning and students’ social
interaction in online learning environment. Journal of E-Learning and Knowledge
Society, 16(2), 34-41. https://doi.org/10.20368/1971-8829/1135078
Mehall, S. (2020). Purposeful interpersonal interaction in online learning: What is it and how it is
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measured? Online Learning Journal, 24(1), 182-204. https://doi.org/10.24059/olj.v24i1.2002
Norman, Z. (2020). Understanding the effect of distance learning vs. face-to-face learning
experiences on students' engagement in higher education. Available at SSRN:
https://ssrn.com/abstract=3734764 or http://dx.doi.org/10.2139/ssrn.3734764
Yilmazkuday, H. (2020). COVID-19 and unequal social distancing across demographic groups.
Special Issue: Regional Drivers Effects and Policies of Covid-1, 12(6), 1235-1248.
https://doi.org/10.1111/rsp3.12329
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PSYCHOLOGICAL IMPACT OF COVID-19 ON UNIVERSITY
STUDENTS USING OPEN DISTANCE LEARNING
Rafizah Kechil, Nor Hanim Abd Rahman, Noor ’Aina Abdul Razak [email protected], [email protected], [email protected]
Jabatan Sains Komputer & Matematik (JSKM),
Universiti Teknologi MARA, Cawangan Pulau Pinang, Malaysia
ABSTRACT
During the COVID-19 pandemic, the majority of universities adopted remote learning, also known as open and
distance learning (ODL). Various challenges and issues that lecturers and students have to deal with in order to
ensure the success of this ODL so that students do not drop out of their courses. The psychological effect of
university students during the COVID-19 pandemic is examined in this article. An online survey of 191 university
students was used to compile the study. We developed a tool that called Psychosomatic Symptoms Questionnaire
(PSQ) using the adopted COVID-19's e-Learning Digital Tools questionnaire and Patient Health Questionnaire-
4 (PHQ-4), the psychological impact of university and school students was determined. The findings show that
all students were classified as having moderate depression and anxiety during the COVID-19 pandemic.
Keywords: Psychological impact, depression, anxiety, university students, open distance learning, COVID-19
pandemic.
Introduction
Since 1993, Universiti Teknologi MARA (UiTM) in Malaysia has provided learning
and teaching in ODL, though it does not include all programmes. The learning and teaching
environment have changed as a result of the COVID-19 pandemic. During the COVID-19
pandemic, all courses at UiTM completely adopt the ODL or remote learning. Various
obstacles and challenges faced by lecturers and students to make sure that this ODL is
successful and students don't drop out of their courses. In remote learning, numerous studies
about the psychological impact of during COVID -19 pandemic had been carried out by
researchers (Kecojevic et al., 2020; Li & Leung, 2020; Lischer & et al., 2021; Meda & et al.,
2021; Muhammad Irfan & et al., 2020; Son & et al., 2020; Wan Noor Hayatie & et al., 2020).
The psychological impact that have arisen as a result of this pandemic have quickly increased
the public health burden (Grubic et al., 2020). This article reports on a study that looked at the
psychological effects of the COVID-19 pandemic on university students' ODL. The study's aim
is to assess these students' mental health, specifically depression and anxiety. The study's
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findings will aid policymakers in providing the best possible care for university students during
the pandemic (Sheela & et al., 2020).
Methodology
For this study, the online Likert-type questionnaires were created using Google Form
and for the data collection process, the link was shared in WhatsApp and Telegram chat groups
of instructors and students from various universities. The total of 191 data were collected across
Malaysia between 1st October, 2020 and 28th February, 2021.
Furthermore, the hybrid of psychosomatic impact of COVID-19's e-Learning Digital
Tools questionnaire as described by Haider and Al-Salman (2020) and 4-item Patient Health
Questionnaire-4 (PHQ-4) suggested by Kroenke et al. (2009) was also used in this research, as
show in Table 1.
Table 1: The Psychosomatic Impact using Likert-type questionnaires
%
No Item
Little
interest or
pleasure
in doing
things
Not being
able to
stop or
control
worrying
Undecided Feeling
down,
depressed
or
hopeless
Feeling
nervous,
anxious
or on
edge
1 Continuous exposure to
electronic screens in online
learning is tiring and
exhausting.
5.0 2.1 15.7 23.6 58.1
2 Prolonged use of e-learning
tools often leads to
boredom, nervousness, and
tension.
1.6 3.7 19.4 30.4 44.7
3 The psychological element
is a key factor in the
success of the educational
process.
0.0 1.0 17.8 31.9 49.2
4 I don’t recommend 5.2 6.8 30.9 26.7 30.4
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continuing with the online
learning model because it
is socially and
psychologically unhealthy.
5 The use of digital learning
tools is responsible for my
low academic performance.
2.6 5.2 16.8 28.8 46.6
6 Face-to-face interaction
contributes significantly to
boosting students’
academic achievement.
5.0 1.0 20.9 37.7 39.8
7 Some students cannot
afford to buy all necessary
digital tools, which is
embarrassing and
frustrating.
3.7 3.1 19.9 34.0 39.3
8 Measures of lockdown,
closures, and quarantine,
brought by COVID-19
caused stress, frustration,
and depression.
2.6 5.2 16.8 28.8 46.6
9 The volume of assignments
via e-learning led to
confusion, frustration and
poor performance.
1.0 6.3 22.5 31.4 38.7
10 Taking quizzes and exams
online from home was not
comfortable and made me
nervous.
6.3 10.5 31.4 23.0 28.8
Question 1 reveals that the majority of respondents (81.7% or n=155) believe that
continuous exposure to electronic screens in online learning is tiring and exhausting make them
“Feeling down, depressed or hopeless” and “Feeling nervous, anxious or on edge”. Question
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2 reveals that 75.4% (n=143) supported that prolonged use of e-learning tools often leads to
boredom, nervousness, and tension. While Question-3, which is on the ability to stop or control
their worrying, this indicates that at least 57.1% of the respondents believe that the
psychological element plays a key role in the success of the educational process.
Based on Question 4 ,5 and 6, they also do not recommend continuing with ODL
because it is believed to be socially and psychologically unhealthy and indirectly, responsible
for their low academic performance. They also prefer face-to-face interaction, which
contributes significantly in boosting students’ academic achievement.
Question 7 reveals that, more than 70% of respondents felt down, depressed or hopeless
as a result of the facts that 73.3% (n=139) of the respondents claimed that it was unaffordable
for them to buy all necessary digital tools, which made them felt embarrass and frustrating.
Meanwhile, in Question 8, 75.4% cited COVID-19 as one of the key factors for their stress,
frustration, and depression. While in Question 9, 70.1% also claimed that the volume of
assignments given to them via e-learning led to confusion, frustration and thus, poor
performance. Finally, Question 10 reveals that 51.6% (n=98) of the respondents considered
taking quizzes and exams online from home as not comfortable and made them felt nervous.
Based on the results of table 1, we had developed the Psychosomatic Symptoms
Questionnaire (PSQ) to measure the average score of depression and anxiety among the
respondents. Scores are rated as normal (1.00 - 1.25), mild (1.26 - 3.00), moderate (3.01 - 4.25)
and severe (4.26 - 5.00) anxiety and depression.
Results and Discussions
Table 2 indicates the four items in the Personal and Demographic sections of the
questionnaire. According to Table 2, ODL during the Covid-19 pandemic caused moderate
anxiety and depression on the all of respondents. It also shows that the PSQ score was affected
by gender, age, level of study and geographic location.
According to Table 2, female respondents had a higher PSQ score than male respondents.
When compared to other age groups, respondents aged 41 to 50 had the highest PSQ score. In
contrast to undergraduate and postgraduate students, pre-diploma students had the highest PSQ
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score. These findings could indicate that, as compared to older graduates, younger graduates
are unable to handle stress.
Surprisingly, the respondent who lives in a rural area with minimal facilities has the
lowest PSQ score. This may be because their rural lifestyle has trained them to embrace
challenges and handle their emotions and stress.
Table 2: Respondents’ Personal and Demographic with PSQ Score
No Item
Total Sample PSQ Score
N % M SD
1. Gender:
Male 87 45.5 3.9 0.7
Female 104 54.5 4.0 0.7
2. Age:
Below 22 years 130 68.1 4.0 0.7
23 – 30 years 51 26.7 4.0 0.7
31 – 40 years 5 2.6 3.9 0.3
41 – 50 years 5 2.6 4.1 1.1
3. Levels of Study:
Pre-diploma 7 3.7 4.1 0.5
Undergraduate 144 75.4 4.0 0.7
Postgraduate 40 20.9 4.0 0.8
4. Residential Area:
Urban 89 46.6 4.0 0.7
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Suburban 58 30.4 4.0 0.7
Rural 44 23.0 3.9 0.8
Table 3 displays four items related to the Internet and the ODL, which include data plan
limits, internet speed, preferred learning style, and ODL-satisfaction. Data plan limits,
preferred learning style, and ODL-satisfaction, have an effect on the outcome of their anxiety
and depression. The internet speed had no impact on the PSQ score. ODL during the Covid-19
pandemic clearly shows that respondents with unlimited data and limited data are most likely
to experience only 4.0 PSQ score. On the contrary, respondents with little or no data
experienced the highest PSQ score with 4.5 score.
When it comes to Learning Style Preference, since they need to learn using ODL learning,
students who prefer face-to-face have a higher risk of anxiety and depression (score 4.5) than
those who prefer ODL or mixed learning. Excellent ODL satisfaction was associated with
lowest PSQ score (3.7), while poor ODL satisfaction was associated with highest score (4.4).
While, Table 3 depicts the psychological condition and ODL of university students.
Table 3: Information on Internet and ODL with PSQ Score
No Item
Total Sample PSQ Score
N % M SD
1. Data Plan Limits:
Unlimited data 104 54.4 4.0 0.7
Limited data 84 44.0 4.0 0.7
No data 3 1.6 4.5 0.3
2. Internet Speed:
Fast 40 20.9 4.0 0.7
Medium 127 66.5 4.0 0.7
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Slow 23 12.0 4.0 0.7
No Internet available 1 0.6 4.0
3. Learning Style Preferable:
Face-to-face classes 61 31.9 4.2 0.6
Open-distance learning 28 14.7 4.0 0.7
Blended-learning 102 53.4 4.0 0.7
4. Satisfaction of ODL:
Very Poor 5 2.6 4.2 0.7
Poor 13 6.8 4.4 0.7
Fair 62 32.5 4.0 0.7
Good 78 40.8 4.0 0.7
Excellent 33 17.3 3.7 0.7
Conclusions
Even though, the study is not designed to be representative due to the small number of
samples which were only 191 out of approximately 5000 (just in UiTM itself), it is still
important for the ministry of education to look into this mental health issues such as depression
and anxiety among students in university and schools, more seriously. Emphasis should be
done more onto the university students, due to the fact that most university students are self-
sufficient during their studies, and some are reluctant to share their problems with their parents
or lecturers about their mental issues until it is too late affected their academic results. It is
important to conduct a progressive review of their mental health or psychological state in order
to prevent the issue from worsening. Parents and lecturers should work together to ensure that
their children and students are capable of maintaining a healthy life style while studying.
Policymakers, as well, must develop appropriate guidelines to ensure the safeness of university
students, not only physically but also mentally.
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ANALISA KESALAHAN PELAJAR DALAM SUBJEK STATISTIK: KAJIAN KES
BAGI SEMESTER PENGAJIAN SECARA ATAS TALIAN
Maisurah Shamsuddin, Siti Balqis Mahlan, [email protected], [email protected]
Jabatan Sains Komputer & Matematik (JSKM),
Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
ABSTRAK
Statistik merupakan subjek teras bagi kebanyakan kursus di peringkat universiti. Kebanyakan pelajar
mengaplikasi bidang statistik dalam menghasilkan projek tahun akhir. Sepanjang tempoh pembelajaran yang
dijalankan secara atas talian, didapati prestasi pelajar dalam subjek ini telah merosot. Justeru itu, kajian ini
dilakukan bagi mengkaji secara deskriptif kesalahan yang dilakukan oleh pelajar dalam subjek statistik. Seramai
54 orang pelajar semester Oktober - Februari 2021 yang mengambil subjek statistik terlibat dalam kajian ini.
Data yang diperolehi adalah daripada ujian akhir secara atas talian. Kajian tertumpu kepada topik hipothesis
berdasarkan min markah yang paling rendah diperolehi. Setiap kertas jawapan pelajar disemak dan diteliti
kesalahan yang dilakukan dengan menggunakan kaedah Newman. Hasil kajian mendapati bahawa majoriti
pelajar tidak dapat memahami kehendah soalan berkaitan ujian hipotesis. Seterusnya telah menyebabkan mereka
melakukan beberapa kesalahan lain termasuk transformasi dan kemahiran proses. Pensyarah perlu memberi
fokus kepada kesalahan ini dan menggunakan kaedah pengajaran dan pembelajaran dengan lebih efektif. Secara
tidak langsung penguasaan di dalam bidang statistik dapat ditingkatkan ke tahap yang lebih cemerlang.
Keywords: Statistik, hipotesis, kaedah Newman, pembelajaran atas talian, deskriptif
Pengenalan
Statistik adalah suatu proses melibatkan pengumpulan data yang akan disusun,
dianalisis, ditafsir dan akan disimpulkan berdasarkan dapatan akhir. Pembelajaran statistik
telah diperkenalkan bermula dari peringkat sekolah rendah lagi (Norabiatul, Suzieleez &
Sharifah, 2019). Pembelajaran statistik ini juga dipelajari di peringkat sekolah menengah dan
diteruskan sehinggalah ke peringkat universiti (Chan & Zaleha, 2012). Statistik ini bukan
sahaja penting untuk pembelajaran di pelbagai peringkat institusi pendidikan, namun ianya
juga penting untuk diaplikasi dalam kehidupan harian seseorang. Malah ianya juga sangat
diperlukan dalam sesuatu kajian ataupun penyelidikan.
Pada peringkat universiti, di antara topik statistik yang tinggi kadar kesilapannya oleh
para pelajar ialah berkaitan topik hipotesis (Kurnia, Melda & Tanti, 2019). Pelbagai jenis
kesalahan yang dilakukan oleh pelajar semasa menjawab soalan yang berkaitan topik hipotesis
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ini. Di antaranya ialah kesukaran untuk memahami kehendak soalan dan ini menyebabkan ujian
statistik yang digunakan adalah tidak tepat. Terdapat juga kesalahan dari segi jalan kerja dan
tidak menggunakan rumus yang betul. Malahan ada juga pelajar yang tidak menyatakan
kesimpulan di akhir jalan kerja masing-masing. Ini merupakan faktor penyumbang kepada
penurunan prestasi dalam subjek statistik.
Berdasarkan markah keputusan akhir, didapati skor markah bagi topik hipotesis adalah
kurang memuaskan. Perkara ini perlu diberi perhatian secara serius memandangkan masih ada
yang melakukan kesilapan yang sama. Kesilapan-kesilapan ini tidak boleh dibiarkan begitu
sahaja di mana ianya memerlukan suatu cara untuk mengatasinya agar kesilapan yang sama
boleh diminimumkan. Dengan ini, kajian ini akan mengenalpasti dan membincangkan jenis
kesalahan yang dilakukan oleh pelajar dengan menggunakan kaedah Newman. Terdapat 5 jenis
kesalahan yang diperkenalkan oleh Newman dalam kaedah ini (White, 2009). Pengenalpastian
ini penting bagi mencari punca kesilapan yang kerap dilakukan dan ini membolehkan ianya
dijadikan sebagai penanda aras untuk mencari penyelesaian kepada masalah ini.
Merujuk kepada White (2019), kaedah Newman yang turut digunakan dalam
kajiannya ialah; kesalahan semasa membaca soalan, kesalahan memahami masalah pada soalan
yang ditanya, kesalahan tranformasi, kesalahan kemahiran proses dan kesalahan menulis
jawapan akhir. Kurnia et al. (2019) juga mengaplikasikan kaedah Newman dalam kajiannya.
Di dalam kajiannya, didapati bahawa kesemua elemen dalam kaedah Newman mempunyai
kesalahan dari pelajar kecuali elemen yang pertama iaitu pelajar tidak mempunyai kesalahan
semasa membaca soalan. Antara cadangan yang dikemukakan ialah dengan meningkatkan
kemahiran kognitif pelajar berkaitan topik statitistik yang dimaksudkan. Menurut Fitni, Yenita
& Maimunah (2020), kesalahan pelajar yang dianalisa dengan menggunakan kaedah Newman
menemui dapatan bahawa corak pembelajaran pelajar boleh mempengaruhi jenis kesalahan
yang dilakukan. Fitni et al. (2020) mencadangkan agar pengkaji lain mengenalpasti terlebih
dahulu kaedah pembelajaran yang digunakan oleh pengajar dan corak pembelajaran yang
digunakan oleh pelajar supaya lebih mudah untuk mengatasi masalah pembelajaran pelajar
tersebut.
Berdasarkan Siti (2009) yang turut menggunakan kaedah Newman mendapati bahawa
pelajar melakukan kesilapan yang tinggi bagi topik ungkapan dan persamaan kuadratik kerana
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markah bagi ujian diagnostik pelajar bagi topik tersebut berada pada kadar prestasi yang agak
sederhana. Walaupun analisa kesalahan topik bagi kajian ini hanya tertumpu kepada topik yang
dinyatakan, namun didapati objektif bagi setiap pengkaji adalah sama iaitu mencari kesalahan
yang kerap dilakukan oleh pelajar dengan menggunakan teknik Newman dan seterusnya
pengkaji akan mencari penyelesaian bagaimana hendak mengatasi masalah ini supaya dapat
meminimumkan kesalahan yang sama agar tidak berulang.
Terdapat juga kajian lain yang menggunakan kaedah Newman. Di antaranya ialah
Raras (2018) yang mengatakan bahawa pelajar melakukan kesalahan bagi kesemua kesalahan
yang diperkenalkan dalam kaedah Newman. Topik kesalahan yang dianalisa adalah sama
dengan kajian yang dilakukan oleh Kurnia (2019) iaitu berkaitan dengan topik di dalam subjek
statistik. Dapatan kajian oleh Raras (2018) mendapati bahawa kebanyakan pelajar tidak
menyemak semula jalan kerja dan jawapan yang diberikan. Ini menyebabkan pelbagai
kesalahan dilakukan oleh para pelajar yang mana dikatakan agak kurang teliti semasa
menjawab soalan.
Seterusnya, kajian yang dilakukan oleh Suryanti, Candra & Kristiani (2020) pula
menganalisis kesalahan pelajar dalam menyelesaikan soalan pada tahap aras tinggi. Kajian ini
juga menggunakan kaedah sama yang digunakan oleh Kurnia (2019), Raras (2018), Siti (2009)
dan Fitni et al. (2020). Suryanti et al. (2020) menyimpulkan bahawa bagi kesalahan pertama;
kesalahan membaca adalah disebabkan oleh ketidakmampuan pelajar untuk memahami
masalah maklumat yang diberikan dalam soalan. Bagi kesalahan kedua; kesalahan pemahaman
soalan adalah disebabkan faktor ketidakfahaman pelajar mengenai kehendak soalan yang
sepatutnya. Kesalahan ketiga pula; kesalahan transformasi adalah disebabkan oleh
ketidakupayaan dalam menghasilkan kaedah yang bersesuaian untuk menyelesaikan soalan.
Seterusnya bagi kesalahan yang keempat; kesalahan kemahiran proses adalah disebabkan
ketidakupayaan untuk menghubungkan jalan kerja dengan betul. Kesalahan yang terakhir iaitu
kesalahan penulisan jawapan adalah disebabkan kesilapan pada jawapan akhir.
Wilda (2018) juga menganalisis kesalahan yang sama dengan kajian yang dijalankan
oleh Suryanti et al. (2020) di mana kajian ini tertumpu kepada soalan yang beraras tinggi.
Kaedah yang sama juga digunakan iaitu Newman. Dapatan kajian mendapati bahawa kesalahan
pemahaman merupakan kesalahan yang paling tinggi berbanding kesalahan yang lain. Faktor
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penyebabnya adalah disebabkan kemampuan dan kemahiran penaakulan pelajar yang rendah
dalam menyelesaikan masalah dalam konteks sebenar. Namun, kajian ini hanyalah tertumpu
kepada subjek matematik sahaja. Terdapat juga kajian yang menggunakan kaedah Newman
yang membandingkan prestasi di antara pelajar lelaki dan perempuan. Kajian ini mendapati
pelajar perempuan mempunyai prestasi yang lebih baik dalam menyelesaikan soalan statistik
jika dibandingkan dengan pelajar lelaki yang mana masih terdapat kesilapan dalam
menyelesaikan masalah (Marwah, Ratna, & Wahyu, 2020).
Terdapat juga kajian lain yang menganalisis kesalahan pelajar. Di antaranya ialah
Maisurah, Siti, Norazah & Fadzilawani (2015) yang menyatakan bahawa sebahagian besar
pelajar masih lemah dalam menguasai fakta dan konsep asas matematik. Kelemahan dalam
memahami konsep asas boleh menyebabkan mereka menggunakan strategi yang salah semasa
menyelesaikan soalan matematik. Ini merupakan jenis kesalahan transformasi iaitu
menggunakan kaedah yang salah apabila menyelesaikan masalah. Kajian oleh Siti, Noor ‘Aina,
Maisurah & Fadzilawani (2017) pula mendapati bahawa pelajar yang mendapat gred yang agak
rendah semasa mengambil Matematik di peringkat SPM dikatakan kerap melakukan kesalahan
seperti kesalahan pada tanda negatif dan positif, kesalahan pada kaedah yang digunakan, cuai
dan jawapan tidak dipermudahkan. Kesemua jenis kesalahan ini juga boleh dikategorikan ke
dalam kaedah Newman. Kajian oleh pengkaji yang sama; Maisurah, Noor ‘Aina, Siti &
Fadzilawani (2017) terhadap kumpulan pelajar yang mengambil subjek berbeza mendapati
bahawa kebanyakan pelajar tidak dapat menggunakan kaedah yang betul dan mereka juga tidak
dapat mempermudahkan jawapan untuk soalan yang diajukan. Selain itu, kajian Hanapiah &
Luvy (2020) menyimpulkan bahawa kemampuan pelajar dalam menyelesaikan soalan statistik
masih dalam kategori rendah dan terdapat banyak pelajar yang membuat kesilapan dalam
menjawab soalan terutamanya dalam pengiraan jalan kerja.
Kajian ini juga akan menganalisa kesalahan pelajar dengan menggunakan kaedah
Newman agar dapat mengenalpasti kesalahan yang kerap dilakukan dalam suatu subjek
statistik dan seterusnya diharap pensyarah dapat mengatasi masalah ini dengan mengambil
langkah yang sewajarnya.
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Metodologi
Kajian ini telah dijalankan terhadap pelajar semester 5 yang mengambil kursus Statistik
ketika pelaksanaan pembelajaran secara atas talian. Data diperolehi daripada kertas soalan
ujian akhir semester bagi 54 orang pelajar. Soalan yang dikaji mengandungi kesemua topik
iaitu Kebarangkalian, Penganggaran, Hipotesis, ANOVA dan juga Korelasi. Markah pelajar
telah dianalisa terlebih dahulu mengikut topik yang terlibat secara deskriptif.
Kajian diteruskan dengan memilih soalan yang merangkumi topik hipotesis. Soalan
tersebut adalah seperti berikut iaitu soalan 3a(ii), 3b dan 3c:
Soalan 3a
In a factory producing bottles of shampoo, it shows that when a process operating correctly,
the average content weight of shampoo must be 20 ounces with population standard deviation
of 0.7 ounces. A random sample of twelve bottles from a single production run yielded the
following content weights (in ounces):
21.4 ,19.7 ,19.7 ,20.6 ,20.8, 20.1, 19.7, 20.3, 20.9, 19.8, 20.5, 19.9
Assume the population distribution to be normal
ii) Using 5% significance level, can we conclude that the process is operating correctly
based on this sample?
Soalan 3b,c
In a packing plant, a machine packs carton with jars. Supposedly, a new machine will pack
faster on the average than the machine currently used. To test that hypothesis, the times it takes
each machine to pack ten cartons are recorded. The results, in seconds, are shown in the tables.
New Machine 42.1 41.3 42.4 43.2 41.8 41 41.8 42.8 42.3 42.7
Old Machine 42.7 43.8 42.5 43.1 44 43.6 43.3 43.5 41.7 44.1
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The Minitab output is shown below.
Test and CI for Two Variances: New machine, Old machine
Statistics
Sample N StDev Variance
New machine 10 0.683 0.467
Old machine 10 0.750 0.562
Ratio of standard deviations = 0.911409
Tests
Method DF1 DF2 Test Statistic P-Value
F 9 9 0.83 0.787
Assume that data were collected from normal populations.
b) At 5% level of significance, is it reasonable to assume that the two machines have equal
population variances?
c) From your conclusion in (b), test at 5% significance level whether the newmachine packs
faster on average. Show all necessary steps in conducting this hypothesis testing.
Jawapan pelajar kemudiannya disemak dengan teliti dan terperinci serta dianalisa
berdasarkan kaedah Newman. Jadual 1 berikut menunjukkan 5 tahap kesalahan menggunakan
kaedah Newman beserta penerangan bagi setiap tahap yang bersesuaian dengan soalan statistik
yang dikaji.
Jadual 1: Huraian Kaedah Newman
Bil Kesalahan Penerangan
1 Membaca (reading) • tidak dapat membaca setiap maksud soalan
• tidak menjawab soalan
2 Memahami masalah
(comprehension)
• tidak memahami kehendak soalan sehingga
menggunakan ujian statistik yang tidak tepat.
• salah memilih dan menggunakan data
• salah atau tidak menulis hipotesis yang dikaji
3 Transformasi
(transformation)
• menggunakan rumus yang tidak tepat
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4
Kemahiran proses
(process skill)
• rumus yang digunakan adalah tepat namun tidak
menyelesaikan proses ujian dengan betul
• kesalahan dalam pengiraan
• menggunakan jadual statistik yang salah atau
silap membaca nilai di dalam jadual statistik
• salah dalam menentukan kriteria penerimaan atau
penolakan hipotesis
• salah dalam membuat kesimpulan akhir
5 Penulisan jawapan
akhir (encoding) • tidak menulis kesimpulan
Analisa dan Perbincangan
Carta palang dalam Rajah 1 di bawah menunjukkan min markah bagi topik yang diuji
dalam ujian akhir pelajar. Didapati bahawa topik ANOVA mencatatkan markah purata
tertinggi iaitu sebanyak 18 markah, diikuti oleh topik Korelasi(14.8), Penganggaran(13.3) dan
Kebarangkalian(11.4). Manakala topik Ujian Hipotesis pula adalah yang paling rendah iaitu
hanya 6.2 markah.
Rajah 1: Carta Palang Min Markah terhadap Topik.
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Oleh yang demikian, dapat disimpulkan bahawa kesalahan yang paling banyak
dilakukan oleh pelajar adalah pada topik Ujian Hipotesis. Jadi kajian diteruskan dengan
menyemak jawapan pelajar bagi soalan yang berkaitan ujian hipotesis tersebut. Jumlah
kesalahan yang dilakukan adalah sebanyak 135 (85%). Manakala hanya 25% sahaja yang
menjawab dengan betul. Hasil daripada kesalahan pelajar menggunakan kaedah Newman dan
juga jumlah jawapan yang betul telah ditunjukkan di dalam Jadual 2 seperti di bawah:
Jadual 2: Jumlah Kesalahan dan Jawapan Betul Pelajar
Kesalahan/Soalan 3a(ii) 3b 3c Jumlah (%)
1. Membaca (reading) 5 2 4 11 (8%)
2. Memahami masalah (comprehension) 29 21 40 90(67%)
3. Transformasi (transformation) 9 3 8 20 (15%)
4. Kemahiran proses (process skill) 4 8 0 12 (9%)
5. Penulisan jawapan akhir (encoding) 0 2 0 2 (1%)
Jawapan betul 4 20 0 24(15%)
Berdasarkan jadual 2 di atas, dapat disimpulkan bahawa majoriti pelajar telah
melakukan kesalahan memahami masalah iaitu sebanyak 90(67%) kesalahan. Kesalahan
transformasi kemahiran proses dan membaca mempunyai peratus yang agak rendah dan dilihat
tidak begitu ketara. Hanya 2(1%) kesalahan sahaja yang dilakukan oleh pelajar apabila menulis
jawapan akhir. Jadi, bagi melihat dengan lebih jelas bentuk kesalahan yang dinyatakan dalam
jadual 2, berikut disertakan contoh dan huraiannya:
1. Kesalahan Membaca (reading)
Secara keseluruhannya, pelajar yang melakukan kesalahan membaca adalah tidak
ramai. Berkemungkinan besar pelajar-pelajar ini tidak menjawab soalan kerana tidak dapat
membaca dan mentafsir dengan betul maksud soalan tersebut. Ini mungkin berpunca dari
kekeliruan simbol yang digunakan ataupun terdapat sedikit kelainan pada format soalan
tersebut berbanding kebiasaan; di mana soalan diberikan secara dalam talian yang merupakan
soalan beraras tinggi.
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2. Kesalahan Memahami masalah (comprehension)
Soalan 3a(ii)
Pelajar ini tidak memahami masalah soalan yang diberi di mana pelajar tidak menjawab
soalan dengan menggunakan ujian hipotesis, namun sebaliknya pelajar ini menjawab soalan
dengan menggunakan anggaran selang keyakinan.
Soalan 3c)
Pelajar ini menggunakan ujian hipotesis yang salah. Sepatutnya pelajar menggunakan ujian
hipotesis perbandingan perbezaan di antara dua min dan bukannya menggunakan ujian
hipotesis dua varians.
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3. Transformasi (transformation)
Soalan 3aii)
Pelajar ini menggunakan rumus yang salah. Namun begitu, ujian hipotesis yang digunakan adalah
betul. Dapat diperhatikan, pelajar ini masih keliru dengan pemilihan rumus yang tepat.
Soalan 3c
Pelajar ini menggunakan rumus yang salah di mana rumus yang digunakan adalah tidak sesuai
dengan data yang diberi iaitu data berpasangan. Dapat diperhatikan di sini bahawa pelajar ini
masih belum memahami jenis data yang digunakan.
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4. Kemahiran proses (process skill)
Soalan 3b
Pelajar ini tidak memberi jawapan yang tepat walaupun jawapan pada jalan kerja bagi kawasan
penolakan Ho adalah betul.
Soalan 3aii)
Pelajar ini menggunakan rumus yang betul tetapi memasukkan nilai yang salah ke dalam rumus.
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5. Penulisan jawapan akhir (encoding)
Soalan 3b
Pelajar ini tidak menyatakan kesimpulan pada akhir jawapan. Berkemungkinan besar pelajar ini terlupa
ataupun tidak mempunyai masa yang cukup untuk menjawab soalan.
Walaupun terdapat hanya 24(15%) sahaja yang berjaya menjawab soalan dengan betul
tanpa ada sebarang kesalahan, tetapi pelajar telah banyak melakukan kesalahan pada tahap
yang penting iaitu memahami masalah. Apabila perkara ini berlaku, kaedah ujian hipotesis
yang seterusnya juga akan berlaku kesilapan terutama pada kemahiran proses. Oleh yang
demikian, para pendidik perlu lebih memberi penekanan kepada pelajar berkaitan kepentingan
dalam memahami masalah terutama pada topik ujian hipotesis supaya kesalahan yang sama
tidak akan berulang.
Kesimpulan
Secara keseluruhannya, hasil dari analisis kesalahan pelajar dalam menjawab soalan
statistik berkaitan topik hipotesis ini didapati bahawa pelajar-pelajar membuat kesalahan
seperti yang telah digariskan dalam kaedah Newman iaitu kesalahan dari segi membaca,
memahami masalah, transformasi, kemahiran proses dan juga penulisan jawapan akhir.
Kesemua kesalahan ini ada kaitannya dengan strategi metakognitif seseorang. Menurut
Sollehah (2012), proses metakognitif secara tidak langsung boleh membantu seseorang pelajar
dalam meningkatkan pembelajaran dengan cara membimbing pelajar itu berfikir. Ia juga boleh
membantu pelajar itu menentukan langkah kerja yang akan diambil apabila pelajar tersebut
berusaha memahami situasi, menyelesaikan masalah dan membuat keputusan.
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Dengan ini, para pendidik boleh menerapkan nilai metakognitif semasa pembelajaran
dijalankan. Sekiranya pelajar mempunyai kemahiran metakognitif, ini membolehkan pelajar
tersebut mempunyai kemampuan untuk memahami sesuatu masalah dengan lebih baik dan
seterusnya berupaya untuk menyelesaikan masalah dengan cara yang berkesan (Aryo & Ida,
2016).
Para pendidik juga perlu tingkatkan lagi strategi pengajaran dan pembelajaran supaya
lebih kemas dan teratur terutama ketika pandemik. Ini kerana terdapat banyak faktor dan
kekangan semasa proses pembelajaran atas talian dijalankan. Diharap kajian seterusnya dapat
dijalankan bagi mengkaji punca sebenar kesalahan yang dilakukan oleh pelajar bagi subjek
statistik terutama pada soalan beraras tinggi.
Rujukan:
Aryo, A. N., & Ida, D. (2016). Proses berpikir mahasiswa ditinjau dari kemampuan metakognitif awal
dalam pemecahan masalah matematis. Jurnal Penelitian dan Pembelajaran Matematika, 9(1),
25-32.
Chan, S. W., & Zaleha, I. (2012). The role of information technology in developing students’ statistical
reasoning. Procedia - Social and Behavioral Sciences, 46, 3660–3664.
Emy, H. (2011). Tajuk 3 Strategi Pengajaran Matematik: Newman’s Model. Dimuat turun daripada
http://perkongsianminda.blogspot.com/2011/11/tajuk-3-strategi-pengajaran-matematik.html
Fitni, Yenita, R., & Maimunah. (2020). Analisis kesalahan siswa berdasarkan Newman pada materi
statistika ditinjau dari gaya belajar. Jurnal Kajian Teori dan Praktik Kependidikan, 5(1), 1-9.
Hanapiah, S. J., & Luvy S. Z. (2020). Analisis kesalahan siswa mts kelas ix di bandung barat dalam
menyelesaikan soal materi statistika. Jurnal Cendekia: Jurnal Pendidikan Matematika, 4(1), 183-
191.
Kurnia, P. S. D., Melda, J. S., & Tanti, L. (2019). Analisis kesalahan mahasiswa PGSD dalam
menyelesaikan soal statistika penelitian pendidikan ditinjau dari prosedur Newman [An analysis
of primary teacher education students solving problems in statistics for educational research using
the Newman procedure]. Journal of Holistic Mathematics Education, 2(2), 83-96.
Kakish, Kamal M.; Pollacia, Lissa; and Heinz, Adrian (2012) "Analysis of the Effectiveness of
Traditional Versus Hybrid Student Performance for an Elementary Statistics Course,"
International Journal for the Scholarship of Teaching and Learning: Vol. 6: No. 2, Article 25.
Maisurah, S., Noor ‘Aina. A. R., Siti, B. M., & Fadzilawani, A. A. (2017). Pola kesalahan asas
matematik dalam kalangan pelajar pra diploma sains UiTM Cawangan Pulau Pinang.
International Academic Research Journal of Social Science, 3(1), 186-194.
Maisurah, S., Siti, B. M., Norazah, U., & Fadzilawani, A. A. (2015). Mathematical errors in advanced
calculus: A survey among engineering students. Esteem Academic Journal, 11(2), 37-44.
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Marwah, A., Ratna, S., & Wahyu, H. (2020). Analisis persepsi kesalahan siswa smp pada soal materi
statistika ditinjau dari perbedaan gender. Jurnal Pembelajaran Matematika Inovatif, 3(5), 475-
484.
Marilyn, A. (2015). Kaedah Newman: Newman Error Analysis. Dimuat turun daripada
https://www.slideshare.net/marylinana/nota-newman
Norabiatul, A. A. W., Suzieleez, S. A. R., & Sharifah, N. A. S. Z. (2019). Proses penaakulan graf
statistik bakal guru matematik sekolah rendah: Satu kajian kes. Dimuat turun daripada
https://www.researchgate.net/publication/337703755_Proses_Penaakulan_Graf_Statistik_Bakal
_Guru_Matematik_Sekolah_RendahSatu_Kajian_Kes
Raras, K. S. (2018). Analisis Newman dalam menyelesaikan soal statistika ditinjau dari metakognitif
tacit use. Jurnal Tadris Matematika 1(2), 157-166.
Roza Zaimil (2017). Analisa Kesalahan Mahasiswa Dalam Mengerjakan Soal Pada Perkuliahan
Statistika 1 Fkip Ummy Solok. Vol.2 No.1, e-ISSN 2502-2466
Shara, N. R., Noor, S. S., & Mohd, U. D. (2016). Analisis jenis kesilapan melalui kaedah newman error
dalam penyelesaian masalah berayat matematik dalam kalangan murid tahun 5. Jurnal
Pendidikan Sains & Matematik Malaysia, 6(2), 109-119.
Siti, B. M., Noor ‘Aina A. R., Maisurah, S., & Fadzilawani, A. A. (2017). Kesalahan pelajar dalam
asas matematik: Kajian kes pelajar pra-diploma perdagangan, UiTM Cawangan Pulau
Pinang. International Academic Research Journal of Social Science, 3(1), 179-185.
Siti, F. M. B. (2009). Diagnosis kesalahan lazim dalam tajuk ungkapan dan persamaan kuadratik
dalam kalangan pelajar tingkatan empat sains Sekolah Menengah Kebangsaan Bandar Mas.
Bachelor's thesis. Universiti Teknologi Malaysia: Fakulti Pendidikan. Dimuat turun daripada
http://www.fp.utm.my/epusatsumber/pdffail/ptkghdfwp2/p_2009_9140_bbd387535450457b99
7f8b4243d335d9.pdf
Sollehah, M. (2012). Metakognisi: Proses Metakognitif. Dimuat turun daripada
https://www.slideshare.net/SitiMelawie/metakognisi
Suryanti, Chandra, Y. S., & Kristiani. (2020). Kesalahan penyelesaian soal statistika tipe high order
thinking skills berdasarkan teori Newman. Jurnal Tadris Matematika 3(2), 207-218.
Tuan, S. H. T. H, & Mohamad, A. S. A. (2016). Analisis kesalahan Newman dalam penyelesaian
masalah matematik tahun 3. Jurnal Pendidikan Sains & Matematik Malaysia, 6(2), 69-84.
White, A. L. (2009). A revaluation of newman’s error analysis. MAV Annual Conference 2009, 249-
257.
Wilda, M. (2018). Analisis kesalahan siswa dalam menyelesaikan soal matematika bertipe hots berdasar
teori Newman. Jurnal UJMC, 4(1), 49 – 56.
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PERBANDINGAN PENCAPAIAN PELAJAR DI ANTARA
PEMBELAJARAN BERSEMUKA DAN DALAM TALIAN
Siti Balqis Mahlan, Maisurah Shamsuddin [email protected], [email protected]
Jabatan Sains Komputer & Matematik (JSKM),
Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
ABSTRAK
Pengajaran dan pembelajaran (PdP) dalam talian diteruskan lagi berikutan Perintah Kawalan Pergerakan
Kedua (PKP 2.0). Sememangnya Covid-19 memberi kesan kepada pelajar dari pelbagai aspek seperti pengurusan
masa, kewangan dan pencapaian akademik. Kajian ini dijalankan untuk mengetahui pencapaian semasa
pembelajaran dalam talian dan secara bersemuka. Dengan ini, markah penilaian bagi 120 orang pelajar yang
terdiri dari 4 semester terkini diambil bagi suatu kursus statistik. 4 semester ini merangkumi sesi pembelajaran
secara bersemuka dan sesi pembelajaran dalam talian semasa pandemik covid-19. Berdasarkan data deskriptif,
didapati bahawa pencapaian markah bagi sesi pembelajaran secara bersemuka pada sesi September – Januari
2020 adalah lebih tinggi berbanding semester pengajian yang lain dan pencapaian pelajar perempuan adalah
lebih tinggi berbanding pelajar lelaki. Dapatan kajian ANOVA pula mendapati terdapat perbezaan yang
signifikan bagi pencapaian mengikut semester pengajian, jantina dan juga terdapat interaksi di antara jantina
dan semester pengajian terhadap tahap pencapaian markah. Namun, berdasarkan ujian Post-Hoc didapati tiada
bukti menunjukkan terdapat tren yang sama dari segi markah bagi semester yang berbeza mengikut kaedah
pembelajaran yang digunakan. Secara keseluruhannya, kajian ini mendapati bahawa kaedah pembelajaran
secara bersemuka atau dalam talian tidak mempengaruhi pencapaian pelajar.
Katakunci: Pengajaran dan Pembelajaran (PdP), Perintah Kawalan Pergerakan (PKP), ANOVA, Post-Hoc
Pengenalan
Bahaya pandemik covid-19 yang membawa kepada PKP pada Mac 2020 tahun lalu,
sekali lagi mencipta sejarah pada PKP 2.0 menyebabkan sesi pengajaran dan pembelajaran
dalam talian bagi semester baharu 2021 di institusi pengajian tinggi diteruskan. Ternyata covid-
19 yang melanda sejak tahun lalu menjadi penyebab kepada perubahan penggunaan pengajaran
dan pembelajaran dalam talian. Situasi ini menyebabkan pelajar-pelajar perlu memanfaatkan
sepenuhnya peranti elektronik mereka sebagai medium untuk meneruskan sesi pembelajaran
secara dalam talian di rumah ataupun di kampus masing-masing.
Namun, cabaran pengajaran dan pembelajaran dalam talian tetap mempunyai isu
tersendiri misalnya; persekitaran hidup pelajar yang kurang kondusif, kemudahan internet dan
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peranti yang kurang sempurna, tahap keberkesanan penyampaian pengajaran dan
pembelajaran, penguasaan kemahiran pensyarah terhadap peranti digital dan juga mentaliti
para pelajar dan ibu bapa. Cabaran ini secara tidak langsung boleh mempengaruhi pencapaian
akademik pelajar tersebut. Aspek ‘kemenjadian pelajar’ tetap menjadi suatu elemen yang
penting dalam apa juga bentuk kaedah pengajaran dan pembelajaran sama ada secara
bersemuka ataupun secara talian.
Munirah, Faisal, Syaheeda dan Julia (2021) mendapati bahawa pembelajaran dalam
talian adalah kurang efektif dan tidak bermotivasi berbanding dengan pembelajaran secara
bersemuka dalam kalangan pelajar. Munirah et al. (2021) juga menyatakan kesediaan pelajar
terhadap pembelajaran dalam talian adalah baik namun perlulah seiring dengan capaian internet
yang baik dan peranti elektronik yang bersesuaian.
Menurut Kok (2021), keutamaan pilihan pelajar semasa pandemik covid-19 melanda
ialah dengan pelaksanaan pengajaran dan pembelajaran secara bersemuka berbanding dalam
talian. Kok (2021) juga menyatakan bahawa kesediaan pelajar dalam pembelajaran dalam
talian adalah sederhana. Namun begitu, kajian ini adalah terhad kepada pembelajaran subjek
Pengajian Pengantar Profesional. Hasil penyelidikan Agustin et al. (2020) juga menunjukkan
bahawa pelajar lebih gemar melakukan pembelajaran secara bersemuka berbanding
pembelajaran dalam talian; terutama apabila terdapatnya beberapa kekangan yang dialami oleh
pelajar semasa proses pembelajaran menggunakan aplikasi WhatsApp.
Berdasarkan kajian Fatih dan Hafize (2008) pula, tahap pencapaian pelajar yang
mengikuti kelas secara dalam talian adalah lebih baik jika dibandingkan dengan kaedah
bersemuka. Dapatan kajian ini diperolehi dengan menggunakan Ujian Man-Whitney U di mana
skor pencapaian bagi kedua-dua kaedah pembelajaran diambil kira. Kajian oleh Suzanne dan
Heather (2014) juga mendapati pembelajaran secara dalam talian adalah lebih memuaskan
berbanding pembelajaran secara bersemuka. Pelajar lebih berpuashati dengan kaedah
pembelajaran dalam talian. Kajian yang sama juga dijalankan oleh Chalerm et al. (2020), iaitu
mengkaji skor markah pelajar yang menjalankan ujian secara atas talian dan secara bersemuka.
Keputusan yang diperolehi menunjukkan ada perbezaan markah bagi kedua-kedua kaedah di
mana peperiksaan secara atas talian menunjukkan skor markah yang paling tinggi secara
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signifikan. Mereka juga mencadangkan agar lebih banyak kajian perlu dijalankan bagi mencari
kesan dan penilaian baru untuk mengekalkan tahap pengetahuan dalam jangka masa panjang.
Muntajeeb (2011) menyimpulkan bahawa pencapaian akademik di kalangan pelajar
yang mengikuti pembelajaran secara bersemuka didapati agak rendah kerana pembelajaran
hanya terhad di dalam kelas sahaja. Manakala pencapaian akademik secara dalam talian adalah
pada kadar yang agak tinggi kerana adanya perkongsian maklumat di dalam talian yang lebih
kreatif berbanding kaedah tradisional. Kajian Muntajeeb (2011) ini menggunakan laman web
‘Wiziq.com’ sebagai suatu alat untuk menguji keberkesanan pembelajaran dalam talian
terhadap pencapaian pelajar.
Cindy, Cristy dan Jeanine (2010) menyatakan bahawa tiada perbezaan yang
signifikan bagi pencapaian pelajar yang menjalankan pembelajaran secara bersemuka atau
dalam talian. Kedua-dua pencapaian pelajar adalah sama bagi kedua-dua kaedah tersebut.
Cindy et al. (2010) juga menyatakan bahawa apa yang lebih penting dalam pembelajaran adalah
kaedah pengajaran berbanding platform penyampaian ilmu yang digunakan. Hasil yang sama
juga diperolehi daripada kajian Hope, Davids, Bollington, dan Maxwell (2021) yang menyatakan
bahawa perubahan kepada pembelajaran atas talian tidak memberi kesan terhadap prestasi
pelajar walaupun terdapat perubahan pada format ujian. Oleh itu mereka mengharapkan
bahawa para pendidik perlu ada keyakinan terhadap pelaksanaan ujian dalam talian yang
bertaraf lebih tinggi berbanding dengan kelas secara bersemuka.
Kajian Jean, William dan Scot (2011) menunjukkan pencapaian akademik yang baik
dalam subjek matematik semasa pembelajaran dalam talian. Jean et al. (2011) juga mendapati
pencapaian akademik tidak memuaskan bagi pembelajaran secara bersemuka. Secara
keseluruhannya, kajian mereka mendapati terdapat perbezaan signifikan bagi prestasi kursus
matematik di mana kaedah pembelajaran boleh mempengaruhi pencapaian akademik pelajar.
Selain itu, terdapat juga kajian terhadap prestasi pelajar lelaki dan perempuan yang
dijalankan oleh Ahlam, Aryn, Andrew dan Jacob (2020) yang mendapati bahawa prestasi
akademik pelajar perempuan semasa pembelajaran dalam talian adalah lebih baik berbanding
pelajar lelaki. Pelajar lelaki menunjukkan keberkesanan yang lebih rendah dalam kemampuan
mereka untuk pembelajaran kendiri. Penemuan ini selaras dengan penyelidikan sebelumnya
oleh Chyung (2007) mengenai pembelajaran secara dalam talian bagi pelajar lelaki dan
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perempuan dari segi prestasi, motivasi, persepsi, dan tabiat belajar. Kajian mendapati bahawa
pelajar perempuan mempunyai keupayaan yang lebih tinggi berbanding pelajar lelaki dalam
meningkatkan prestasi dan keberkesanan diri.
Kajian ini pula akan mengkaji perbandingan prestasi bagi pencapaian akademik
khususnya bagi pelajar yang mengambil kursus statistik semasa pembelajaran bersemuka dan
dalam talian. Hubungan interaksi di antara pelajar lelaki dan perempuan dalam semester yang
berkaitan juga akan diambil kira dalam kajian ini.
Metodologi
Kajian ini melibatkan sebanyak 120 responden yang mengambil kursus statistik. Data
yang digunakan adalah markah keputusan penilaian bagi empat semester pengajian iaitu Mac
- Julai 2019 dan Oktober 2019 - Februari 2020 semasa pembelajaran secara bersemuka dan
pembelajaran secara dalam talian pula iaitu pada Mac - Julai 2020 dan Oktober 2020 - Februari
2021. Skor markah bagi 15 orang pelajar lelaki dan 15 orang pelajar perempuan dipilih secara
rawak bagi setiap semester yang terlibat.
Selain menggunakan deskriptif data statistik, kajian ini juga menggunakan ujian
ANOVA dua-hala bagi menguji beberapa hipotesis. Ujian Levene juga dilaksanakan sebelum
ANOVA diteruskan bagi menyemak samada andaian kehomogenan/kesamaan varians
dipenuhi. Ujian hipotesis yang digunakan dalam Ujian Levene ialah Ho: Varians adalah sama
dan H1: Varians adalah tidak sama. Keputusan yang diperolehi seharusnya tidak menolak H0
(p > 0.05) supaya andaian kesamaan varians dipenuhi dan dengan ini ujian ANOVA dapat
diteruskan.
Di dalam analisa ini, pelajar dibahagi mengikut 4 kumpulan iaitu berdasarkan semester
pengajian. Jadual 1 berikut menunjukkan pembahagian kumpulan tersebut:
Jadual 1: Pembahagian Kumpulan Mengikut Semester
Kumpulan Semester
1 Semester Mac - Julai 2019 secara bersemuka
2 Semester September 2019 - Januari 2020 secara bersemuka
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3 Semester Mac - Julai 2020 dalam talian
4 Semester Oktober 2020 - Februari 2021 dalam talian
Berikut merupakan ujian hipotesis bagi ANOVA dua-hala yang akan dijalankan di
mana Ho akan ditolak sekiranya nilai p < 0.05.
Jadual 2: Hipotesis yang diuji
Ho H1
Hipotesis
pertama
Tidak terdapat kesan interaksi antara
semester pengajian dan jantina pelajar
terhadap tahap pencapaian markah.
Terdapat kesan interaksi antara
semester pengajian dan jantina pelajar
terhadap tahap pencapaian markah.
Hipotesis
kedua
Tidak terdapat perbezaan bagi tahap
pencapaian markah berdasarkan 4
semester pengajian berbeza.
Terdapat perbezaan bagi tahap
pencapaian markah berdasarkan 4
semester pengajian berbeza.
Hipotesis
ketiga
Tidak terdapat perbezaan bagi tahap
pencapaian markah berdasarkan
jantina.
Terdapat perbezaan bagi tahap
pencapaian markah berdasarkan
jantina.
Seterusnya, ujian perbandingan Post-Hoc dijalankan untuk mengenalpasti kumpulan
(semester pengajian) manakah yang berbeza. Ujian ini dilakukan sekiranya hasil keputusan
dari ANOVA menunjukkan terdapat perbezaan yang signifikan bagi kumpulan yang diuji.
Pembolehubah untuk jantina tidak diuji kerana Ujian Post-Hoc hanya diaplikasikan terhadap 3
kumpulan dan ke atas sahaja. Sekiranya keputusan ANOVA mendapati tidak terdapat
perbezaan yang signifikan misalnya (p > 0.05), ini bermakna kita tidak menolak Ho, maka
pengkaji tidak perlu untuk menguji Post-Hoc. Ujian Post-Hoc (Tukey) dipilih untuk kajian ini
kerana bilangan sampel adalah sama bagi setiap kumpulan yang diuji.
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Analisa dan Perbincangan
Hasil kajian deskriptif data statistik yang dijalankan menunjukkan bahawa markah
pelajar secara puratanya adalah hampir sama bagi 3 kumpulan semester pengajian iaitu Mac -
Julai 2019 (76.5%) dan September 2019 - Januari 2020 (77.57%) secara bersemuka serta Mac
- Julai 2020 (77.43%) secara dalam talian. Manakala kumpulan semester pengajian Oktober -
Februari 2021 (dalam talian) adalah agak rendah. Rajah 1 berikut menunjukkan graf bagi min
markah berdasarkan semester pengajian.
Rajah 1: Min Markah Pelajar Mengikut Kumpulan (Semester Pengajian)
Seterusnya, Rajah 2 berikut menunjukkan bahawa secara keseluruhannya, purata
markah bagi pelajar perempuan adalah lebih tinggi berbanding pelajar lelaki iaitu masing-
masing sebanyak 78.2% dan 71.58%.
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Rajah 2 : Min Markah Pelajar mengikut Jantina
Rajah 3: Min Markah Pelajar mengikut Semester dan Jantina
Secara keseluruhannya, dapat dilihat berdasarkan Rajah 3 didapati bahawa min
markah bagi pelajar perempuan pada semester Sept - Jan 2020 adalah yang tertinggi iaitu
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84.93% berbanding dengan semester yang lain. Manakala min pelajar lelaki sebanyak 78.6%
merupakan min markah tertinggi pada semester Mac - Julai 2020. Ini menunjukkan bahawa
pelajar perempuan lebih cemerlang ketika semester secara bersemuka berbanding pelajar lelaki
yang lebih cemerlang pada semester pengajian secara atas talian. Walau bagaimanapun prestasi
pelajar perempuan dilihat lebih cemerlang untuk setiap semester kecuali semester Mac - Julai
2020.
Seterusnya, ujian Levene dijalankan dan hasil dapatan kajian menunjukkan nilai
diperolehi; p = 0.146 adalah signifikan (p > 0.05). Dengan ini, dapat disimpulkan bahawa
populasi varians bagi setiap kumpulan adalah sama (andaian kehomogenan varians dipenuhi).
Ini menunjukkan bahawa ujian ANOVA boleh dijalankan.
Jadual 3 yang berikut merupakan hasil dapatan kajian bagi ujian ANOVA dua-hala
yang melibatkan pembolehubah tak bersandar iaitu kumpulan (semester pengajian), jantina dan
juga interaksi antara kumpulan (semester pengajian) dan jantina.
Jadual 3: Ujian ANOVA Dua-Hala
Source Type III Sum of
Squares
df Mean Square F Sig.
Kumpulan 1883.492 3 627.831 4.832 .003
Jantina 1313.408 1 1313.408 10.107 .002
Kumpulan*Jantina 1260.825 3 420.275 3.234 .025
Error 14553.867 112 129.945
Total 692063.000 120
Corrected Total 19011.592 119
Pertama sekali, kajian dilakukan bagi melihat kesan interaksi di antara kumpulan
(semester pengajian) dan jantina. Didapati bahawa nilai p = 0.025 < 0.05. Dengan ini, Ho
ditolak dan ini menunjukkan bahawa terdapat interaksi yang signifikan di antara kumpulan
(semester pengajian) dan jantina terhadap markah pelajar.
Kajian diteruskan untuk mengetahui sekiranya terdapat perbezaan markah yang
signifikan bagi setiap kumpulan (semester pengajian) dan juga jantina. Didapati bahawa
markah pelajar adalah berbeza secara signifikan mengikut jantina apabila nilai p = 0.02 < 0.05;
di mana prestasi pelajar perempuan lebih baik jika dibandingkan dengan pelajar lelaki.
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Manakala bagi kumpulan (semester pengajian), nilai p = 0.03 < 0.05. Ia juga menunjukkan
bahawa terdapatnya perbezaan markah yang signifikan di antara 4 semester pengajian yang
berbeza.
Seterusnya, ujian perbandingan Post-Hoc (Tukey) digunakan untuk mengetahui
semester pengajian yang mana satu menunjukkan pencapaian yang lebih baik ataupun tidak.
Keputusan ujian adalah seperti yang dipaparkan pada Jadual 4 seperti di bawah:
Jadual 4: Ujian Post-Hoc (Tukey)
Kumpulan N Subset
1 2
Oktober – Februari 2021
Mac – Julai 2019
Mac – Julai 2020
September – Januari 2020
Sig.
30
30
30
30
68.07
1.000
76.50
77.43
77.57
.984
Berdasarkan keputusan di atas, pencapaian markah bagi 3 semester pengajian iaitu
September – Januari 2020 (bersemuka), Mac – Julai 2020 (dalam talian) dan Mac – Julai 2019
(bersemuka) adalah sama kerana berada dalam kumpulan yang sama tetapi hanya pencapaian
pelajar bagi semester Oktober – Februari 2021 (dalam talian) sahaja berbeza dari 3 semester
yang lain di mana pencapaiannya adalah agak rendah. Walaupun semester Mac – Julai 2020
juga menjalankan pembelajaran dalam talian, namun pencapaiannya berada dalam kumpulan
yang sama dengan pembelajaran secara bersemuka di mana prestasi markahnya adalah agak
memuaskan. Ini bermaksud, tidak ada bukti yang kukuh untuk menyimpulkan bahawa kaedah
pembelajaran secara bersemuka atau dalam talian boleh mempengaruhi tahap pencapaian
pelajar itu sendiri. Ianya mungkin berpunca daripada faktor-faktor lain yang perlu dikenalpasti
dengan lebih mendalam dan memerlukan kajian yang seterusnya oleh pengkaji.
Kesimpulan
Pembelajaran dalam talian diteruskan lagi semasa PKP 2.0. Pencapaian akademik bagi
pelajar perlu dititikberatkan memandangkan pelbagai faktor boleh mempengaruhi prestasi
seseorang pelajar mengikut latar belakang pelajar masing-masing. Pencapaian markah di antara
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pelajar yang mengikuti pembelajaran dalam talian dan secara bersemuka sudah pasti menjadi
tumpuan yang penting untuk mencapai objektif sasaran yang telah ditetapkan oleh pusat
pendidikan masing-masing.
Berdasarkan kajian ini, dapat disimpulkan bahawa secara signifikannya tahap
pencapaian pelajar tidak dipengaruhi oleh kaedah pembelajaran sama ada ianya dijalankan
secara bersemuka ataupun dalam talian. Walau bagaimanapun, tahap prestasi seseorang pelajar
dipengaruhi oleh faktor jantina. Didapati dalam kajian ini, secara keseluruhannya pelajar
perempuan mempunyai pencapaian yang lebih baik berbanding pelajar lelaki. Dapat juga
disimpulkan bahawa wujudnya kesan interaksi di antara semester pengajian dan jantina pelajar
terhadap tahap pencapaian markah.
Hasil kajian ini secara khusunya mempunyai persamaan dengan beberapa dapatan
kajian daripada pengkaji lain yang menyatakan bahawa pencapaian pelajar tidak mempunyai
kaitan dengan kaedah pembelajaran secara maya ataupun tidak. Kemungkinan besar ianya
dipengaruhi oleh faktor lain yang perlu diteliti untuk kajian seterusnya. Kajian ini juga
menemui dapatan bahawa faktor jantina boleh mempengaruhi prestasi seseorang pelajar di
mana kebanyakan pengkaji mendapati prestasi pelajar perempuan lebih cemerlang jika
dibandingkan dengan pelajar lelaki. Walau bagaimanapun, kesemua ini secara logiknya berkait
rapat dengan kaedah pembelajaran kendiri bagi seseorang pelajar dan kajian seterusnya boleh
dibuat dengan mengambil kira faktor-faktor lain yang lebih relevan. Kajian ini hanyalah terhad
kepada kelompok pelajar yang hanya mengambil kursus statistik. Dengan ini, antara cadangan
kajian lanjut; pengkaji lain disarankan untuk mengambil sampel yang lebih meluas misalnya
dengan mengambil sampel pelajar yang terdiri dari pelbagai kursus supaya pengkaji dapat
membuat perbandingan dengan lebih terperinci.
Rujukan
Agustin, M., Novia, R, N., Aniq, N. H., Muladi, Eka, P.A. W., & Rahmania, S. U. (2020). Effectiveness
of whatsapp in improving student learning interests during the covid-19 pandemic. Dimuat turun
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and academic performance: moderated mediation with self-efficacy for self-regulated learning and
gender. Computers in Human Behavior, 102(1), 214–222.
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Azizi, Y., Zainab, P. G. H., Baharudin, A., & Ismail, I. (2016). Menguasai SPSS dengan mudah. Brunei:
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Bloom, B. S. (1956). Taxonomy of educational objectives. Vol. 1: Cognitive domain. New York: David
McKay.
Chalerm, E., Jakrapan, W., Potchavit, A., Emil, P., Denise, W. G., & Roy, P. (2020). Adaptation to
open-book online examination during the covid-19 pandemic. Article in press, Journal of Surgical
Education, 2020 September 2. Dimuat turun daripada https://doi.org/10.1016/j.jsurg.2020.08.046
Chyung, S. Y. (2007). Age and gender differences in online behavior,self-efficacy and academic
performance. Quarterly Review of Distance Education, 8(3), 213–222.
Cindy, A. D., Christy, L., & Jeanine, F. W. (2010). Comparing student achievement in online and face-
to-face class formats. MERLOT Journal of Online Learning and Teaching, 6(1), 30-42.
Fatih, G., & Hafize, K. (2009). The effects of online and face to face problem base learning
environments in mathematics education on student’s academic. Procedia Social and Behavioral
Sciences, 1(1), 2817-2824.
Hope, D., Davids, V., Bollington, L., Maxwell, S. (2021). Candidates undertaking (invigilated)
assessment online show no differences in performance compared to those undertaking
assessment offline. Dimuat turun daripada https://doi.org/10.1080/0142159X.2021.1887467
Jean, A., William, A. S., & Scot, W. M. (2011). Comparing student success between developmental
math courses offered online, blended, and face-to-face. Journal of Interactive Online Learning,
10(3), 128-140.
Kok, K. H. (2020). Interaksi tidak bersemuka dan perintah kawalan pergerakan wabak covid-19. Jurnal
Dunia Pendidikan, 2(3), 202-211.
Lay, Y. F., & Khoo, C. H. (2009). Introduction to computer data analysis with SPSS 16.0 for windows.
Selangor, Malaysia: Venton Publishing (M) Sdn. Bhd.
Lay, Y. F., & Khoo, C. H. (2009). Introduction to statistical analysis in social sciences research.
Selangor, Malaysia: Venton Publishing (M) Sdn. Bhd.
Mark, A. G. S. (2018). Statistical analysis in JASP: A guide for students. New York: SAGE Publications.
Munirah, S., Mohd, F. J., Noor, S. M. S., & Julia, M. Y. (2021). Tinjauan keberkesanan pembelajaran
secara dalam talian ketika pandemik covid-19: perspektif pelajar sains kejuruteraan politeknik
ibrahim sultan. Jurnal Dunia Pendidikan, 3(1), 374-384.
Muntajeeb, A. B. (2011). A critical study of effectiveness of online learning on students' achievement.
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Thompson, E., Luxton-Reilly, A., Whalley, J. L., Hu, M., & Robbins, P. (2008). Bloom's taxonomy for
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78(1), 155-161.
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APPLICATION OF GEOGEBRA SOFWARE IN GRAPH SKETCHING
Norshuhada Samsudin, Fuziatul Norsyiha Ahmad Shukri and Siti Nurleena Abu Mansor [email protected], [email protected], [email protected]
Jabatan Sains Komputer & Matematik (JSKM),
Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
ABSTRACT
Many studies have shown that information and communication technology (ICT) may help to assist and transform
teaching and learning. In mathematics, ICT can assist students and teachers in performing calculations, analyzing
data, sketching a graph, and exploring mathematical topics. As a result, it can increase the understanding in
mathematics. The purpose of this paper was to show the example of using a free-software called GeoGebra in
sketching a graph of two dimensional (2D) and three dimensional (3D) function. Besides sketching the graph,
GeoGebra can also be used on finding intersection point, gradient of function, first and second derivatives and
others. GeoGebra is an interactive geometry, algebra, statistics, and calculus program designed for learning and
teaching mathematics and science at all levels, from elementary to university level.
Keywords: GeoGebra, ICT, mathematics, Two Dimensional (2D), Three Dimensional (3D)
Introduction
In this globalization era, many of our students' learning needs and interests are
addressed by using technology especially in learning process in mathematics. As a response
for these needs, many of software application were produced to build geometric models and
solve analytical and algebraic problems. As a result, GeoGebra is one of the greatest
applications for building and illustrating mathematical problems.
GeoGebra was created by Markus Hohenwarter in 2001/2002 as part of his master's
thesis in mathematics education and computer science at the University of Salzburg in Austria.
Supported by a DOC scholarship from the Austrian Academy of Sciences he was able to
continue the development of the software as part of his PhD project in mathematics education.
During that time, GeoGebra won several international awards, including the European and
German educational software awards, and was translated by math instructors and teachers all
over the world to more than 25 languages. Since 2006 GeoGebra is supported by the Austrian
Ministry of Education to maintain the free availability of the software for mathematics
education at schools and universities. In July 2006, GeoGebra found its way to the US, where
its development continues at Florida Atlantic University in the NSF project Standard Mapped
Graduate Education and Mentoring (Hohenwarter & Preiner,2007).
There are many applications in mathematics used GeoGebra software. Based on
previous research, GeoGebra was a tool for enhancing student progress and instructor
effectiveness (Wassie & Zergaw, 2018). In Calculus course, GeoGebra can be used in a
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differential to learn derivative topics through dynamic graphics (Sari et al., 2018). The findings
illustrate that when a secant line evolves into a tangent line, GeoGebra's dynamic feature allows
students to zoom in on a graph, which corresponds to taking infinitesimal.
Besides that, the impact of combining GeoGebra with the teaching of linear functions
on Grade 9 students' achievement was explored (Mushipe & Ogbonnaya, 2019). It was found
that GeoGebra was more effective in improving student achievement, especially in linear
function. In addition, GeoGebra was also used to explain and analyse the impact of learning
integral calculus students. This software was useful to help students understanding the material
of integral calculus such as area between two curves,surface area, and volume of rotary object
(Machromah et al., 2019).
Geogebra : A Brief Overview
GeoGebra is an interactive mathematics software that can be used to teach algebra,
geometry, calculus, statistics, and other related subjects. This software package is available
online without no cost and may be used both at school and at home, giving students tremendous
opportunity to complete their assignments. This Graphing Calculator is also available in the
Google Play Store for android user and the App Store for iOS devices. It can be download at
www.geogebra.com. The most significant benefit of utilizing GeoGebra is that it is user-
friendly, allowing students to navigate and evaluate their own work. Figure 1 below shows the
interface of GeoGebra website that can be access online.
Figure 1: GeoGebra website
GeoGebra is an open-source mathematics teaching and learning software that
combines geometry, algebra, and calculus in a fully linked and user-friendly environment. An
algebra view and a geometry view or a graphic view comprise GeoGebra's interface as shown
in Figure 2 below.
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Figure 2 : GeoGebra interface
Table 1 below shows some of the icon displayed on GeoGebra interface.
Table 1 : Description for the icon display on GeoGebra interface
No. Icon Description
1
Opened next to graphics view
2
Displays the graphical representation of objects created in
GeoGebra
3
For creating a table of value
4
Main menu of GeoGebra
5
Share button
6
Displays the setting for graphic view
7
Used to type and insert important function.
Menu
bar Input bar Graphics View
Setting
Virtual
Keyboard
Tool
bar
Algebraic
View
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Graph Sketching
This section will be discussed on the technique that can be used for sketching a graph
of 2D functions and 3D function using GeoGebra software.
Example 1: 2D Function
Given that f(x) x 5= + and 21g(x) x 7
2= − + .
i) Sketch the graph of both functions.
ii) Find the intersection(s) point (if any).
iii) Find the derivatives of f(x) and g(x).
By using GeoGebra software, students can easily sketch graph by typing on the Input Bar
using virtual keyboard. Figure 3 below shows the graph of f(x) and g(x).
Figure 3 : Graph of f(x) and g(x)
To find the intersection point between two graph, click on the Tools icon
and select Intersect. The intersection points between f(x)and g(x) will appear on the graph as
shown in Figure 4 and Figure 5.
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Figure 4 : Intersection point between two graphs
Figure 5 : Intersection point display on the Algebraic View
GeoGebra can also be used to find the derivatives of function by typing the derivative
command on the Input Bar as shown in Figure 6 (orange line and purple line).
Figure 6: The derivative of f(x) and g(x)
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Example 2: 3D Function
a) Given a plane 6z = and cone 22 y4x4z += .
i) Sketch the graph of both functions.
ii) Find the intersection of two surfaces.
Besides sketching 2D graph, we also can sketch 3D graph by using GeoGebra software.
The interface of 3D calculator as shown in Figure 7 below.
Figure 7: Interface of 3D Calculator in GeoGebra Software
Then, we may type the function in input bar and Figure 8 will show the solid bounded
by both functions.
Figure 8: Graph of solid 6z = and cone 22 y4x4z +=
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Next, to find the intersection of two surfaces, click on the Tools icon and select Intersect
Two Surfaces and the result as Figure 9 below.
Figure 9 : Intersection between two surfaces
b) Find the volume of sphere 36zyx 222 =++ .
By typing the equation in the input bar, the sphere will appear as shown in Figure 10 below.
Figure 10: Sphere with radius 6
Beside putting the equation manually, we also can click the tools icon and select the solid that
we want as shown in Figure 11 below. Next, we just select the center point and insert the radius
of the sphere. The result will show same as in Figure 10 above.
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Figure 11: Insert sphere using tools icon
Next, to find the volume of sphere, click on the tools icon again and click volume at
measure part. Then, the volume of sphere is shown as Figure 12 below.
Figure 12: Volume of sphere with radius 6
Conclusion
In this work, we showed the step by step methods on using GeoGebra as a great tool to
help visualised any graphs, either two or three dimensional graphs. It has proven to be a useful
tool to enhance students’ understanding in solving mathematical problems through assisting
them in sketching graphs. This would improve their skills in completing the solution on
mathematical problems, particularly in some topics in calculus. Instructors on the other hand,
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could benefit from this tool as a teaching aid to make mathematical teaching more visualise
and interactive. As it is a free software, it is convenient to use at anytime and anywhere during
teaching period. Instructors can also encourage the students to independently use and explore
the software on their own as it will help them to engage during the teaching and learning.
Therefore, hopefully Instructors could make used of most mathematical apps available in order
to improve their teaching and learning.
References:
Hohenwarter M., Preiner J.: Dynamic mathematics with GeoGebra. The Journal of Online
Mathematics and Its Applications, No. 7, 2007.
Machromah, I. U., Purnomo, M. E. R., & Sari, C. K. (2019). Learning calculus with geogebra
at college. Journal of Physics: Conference Series, 1180(1).
https://doi.org/10.1088/1742-6596/1180/1/012008
Mushipe, M., & Ogbonnaya, U. I. (2019). Geogebra and Grade 9 learners’ achievement in
linear functions. International Journal of Emerging Technologies in Learning, 14(8),
206–219. https://doi.org/10.3991/ijet.v14i08.9581
Sari, P., Hadiyan, A., & Antari, D. (2018). Exploring Derivatives by Means of GeoGebra.
International Journal on Emerging Mathematics Education, 2(1), 65.
https://doi.org/10.12928/ijeme.v2i1.8670
Wassie, Y. A., & Zergaw, G. A. (2018). Capabilities and Contributions of the Dynamic Math
Software, GeoGebra—A Review. North American GeoGebra Journal, 7(1), 68–86.
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PnP ATAS TALIAN : PLATFORM PILIHAN PELAJAR BELAJAR KALKULUS
DARI RUMAH DAN CABARAN YANG DIHADAPI
Fadzilawani Astifar Alias , Siti Asmah Mohamed [email protected], [email protected]
Jabatan Sains Komputer & Matematik (JSKM),
Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
ABSTRAK
Pelaksanaan Kawalan Pergerakan (PKP) membawa kepada tranformasi terutama dalam dunia
pendidikan di Malaysia dimana kaedah pengajaran dan pembelajaran di institusi pengajian tinggi negara
turut berubah wajah daripada pengajaran berbentuk kuliah secara bersemuka kepada pembelajaran jarak
jauh secara atas talian. Pelbagai kaedah yang digunakan oleh pensyarah dalam menyampaikan ilmu
kepada pelajar. Walaupun terdapat cabaran pembelajaran atas talian ini, pensyarah perlu berfikir lebih
kreatif dalam setiap sesi pembelajaran yang dijalankan. Oleh itu, tujuan kajian ini adalah untuk
mengkaji platform pembelajaran yang menjadi pilihan pelajar dan cabaran-cabaran yang pelajar lalui
sepanjang pembelajaran atas talian dijalankan. Seramai 96 pelajar yang mengambil subjek Kalkulus
semester Mac-Ogos 2021 terlibat dalam kajian ini. Data yang diperoleh adalah dari soal selidik dan
tinjauan yang telah dijalankan. Kajian ini membantu pensyarah dalam mengurangkan tekanan dan
beban kerja yang diberikan kepada pelajar. Ia juga penting bagi membantu pelajar merancang masa
pembelajaran dengan sebaiknya disebabkan adanya cabaran-cabaran semasa pembelajaran dari rumah
seperti tekanan, persekitaran di rumah dan juga faktor kendiri pelajar. Statistik dari peratus bilangan
pelajar yang memilih platform yang disukai dan cabaran-cabaran yang di dihadapi oleh pelajar
diperoleh dari soal selidik tersebut. Hasil kajian ini mendapati peratus pelajar yang suka kepada
syarahan dari platform rakaman video adalah lebih tinggi. Pilihan platform ini mungkin disebabkan dari
cabaran-cabaran yang telah dikenalpasti terutamanya tekanan disebabkan kelemahan dari capaian
internet dan letih menghadapi pembelajaran secara atas talian. Oleh yang demikian, pensyarah perlu
lebih peka dalam mengenalpasti kaedah yang terbaik kepada pelajar masing-masing agar sesi
pembelajaran lebih berkesan dan pelajar lebih santai dalam menghadapi sesi pembelajaran dari rumah
ini. Seterusnya pelajar dapat menerima ilmu yang disampaikan pensyarah dengan baik.
Keywords: Kalkulus, platform pembelajaran, soal selidik, pembelajaran atas talian, cabaran
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Pengenalan
Subjek Kalkulus adalah antara subjek yang penting dimana ia menjadi subjek teras
dalam kebanyakan program pengajian di institusi pengajian tinggi di Malaysia. Ini
menunjukkan matematik ini adalah sebahagian daripada kehidupan manusia. Di peringkat
universiti, subjek Kalkulus ini bukan sahaja subjek utama kepada pelajar-pelajar dalam bidang
Kejuruteraan, bahkan juga ia menjadi antara subjek wajib yang perlu diambil oleh pelajar-
pelajar dari bidang Sains, Farmasi dan banyak lagi. Walaupun dikatakan subjek yang agak
susah namun jika pelajar betul-betul memahami konsep asas matematik, ia akan menjadi
mudah. Ditambah pula dengan pandemik Covid 19 yang melanda kini, pengajaran dan
pembelajar (PnP) secara atas talian perlu dijalankan. Pensyarah dan pelajar semestinya akan
menghadapi isu dan cabaran ketika menjalankan PnP ini (Quah, 2020). Pelbagai strategi
pengajaran yang menjadi platform dalam pembelajaran matematik dalam tempoh pandemik
virus Covid-19. Ini bagi memastikan pengajaran dan pembelajaran dapat dilaksanakan secara
berterusan walau pelbagai cabaran dan rintangan.
Penggunaan media di dalam proses pengajaran dan pembelajaran akan meningkatkan
tahap kefahaman pelajar dengan lebih mendalam dan menjadikan sesi pembelajaran yang lebih
pelbagai dan menarik (Norah, Nurul Izzati & Radhiah, 2012). Platform dari video telah
digunakan dengan pelbagai cara bagi membantu pensyarah dan menyokong pengajaran dan
pembelajaran masa kini. Menurut Norah et al., (2012), pada masa lalu, medium video
memerlukan kos yang tinggi, tetapi pensyarah pada hari ini mampu menghasilkan sendiri video
berdasarkan kreativiti masing-masing.
Menurut Obagah dan Brisibe, 2017, pengajaran dan pembelajaran secara atas talian
menerusi penggunaan video telah mengalami peningkatan berikutan perkembangan teknologi
telekomunikasi masa kini. Kecanggihan peralatan telefon pintar masa kini dan peralatan digital
yang lain seperti iPad, kamera digital, di tambah pula dengan kehadiran ciri-ciri alat perakam
video yang boleh dimuat naik secara terus dan mudah diaplikasikan (Woolfitt, 2015),
membuatkan penggunaan video sebagai alat pengajaran dan pembelajaran menjadi pilihan
pendidik pada masa ini. Namun begitu, menurut Woolfit lagi disebalik kebaikan dan manfaat
yang dapat diperolehi menerusi penggunaan video dalam pengajaran dan pembelajaran, masih
terdapat beberapa kelemahan yang dikenalpasti iaitu pembelajaran di dalam kelas adanya
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interaksi dan komunikasi secara terus di antara pensyarah dan pelajar, jadi pensyarah akan
merasa janggal kerana sesi pengajaran hanya dirakam menerusi video.
Pembelajaran yang tidak berlaku dengan serentak dan segera diatas talian secara
langsung dikatakan sebagai pembelajaran secara asynchronous. Pembelajaran ini adalah
fleksibel, di mana pensyarah memberikan bahan pembelajaran seperti rakaman video
pengajaran, dan pelajar menerima bahan pembelajaran serta menjalankan tugasan yang diberi
tepat pada waktunya (Wiwin Hartanto, 2016). Pembelajaran menerusi video boleh
diaplikasikan pada masa nyata dimana sesi pengajaran dan pembelajaran berlaku pada masa
tersebut dan ia juga boleh dijalankan secara tidak nyata dimana pelajar boleh menonton video
pada bila-bila masa mengikut keperluan pembelajaran mereka (Geri, 2016). Menurut Mayer
(2011) pula, walaupun menonton rakaman video kelihatan seperti aktiviti yang pasif, namun
sekiranya rekabentuk video tersebut kreatif dan baik ia mampu menarik minat pelajar.
Menurut Mazidah dan Aidawati (2021), hasil kajian mereka menunjukkan bahawa
Google Meet mudah dicapai dan dikendalikan di samping mempunyai rekabentuk paparan
yang mudah dan menarik. Google Meet mempunyai tahap mesra pengguna yang baik dan
menyenangkan. Oleh itu Google Meet merupakan satu platform pengajaran dan pembelajaran
yang baik untuk digunakan. Namun disamping semua kelebihan yang ditawarkan oleh aplilasi
Google Meeet/ Zoom, ternyata terdapat beberapa kelemahan yang perlu dilihat, antaranya
ialah ia memerlukan capaian internet yang baik. Sekiranya capaian internet kurang baik, proses
pengajaran dan pembelajaran akan menjadi tidak lancar (Dara, 2020).
Kajian Faizatul dan Nor (2017) mendapati cabaran utama dalam pembelajaran atas
talian ialah pelajar tidak mempunyai komputer dan capaian internet. Ini akan menjadi alasan
pelajar dalam menghantar tugasan dan sebagainya. Justeru itu, ia akan menyukarkan pensyarah
dalam memberi penilaian kepada pelajar tersebut. Oleh yang demikian, pensyarah perlu
memikirkan kaedah lain sekiranya pelajar menjadikan isu tiada komputer dan capaian internet
sebagai alasan.
Oleh yang demikian, kajian ini akan mengenalpasti platform yang menjadi pilihan
pelajar sepanjang pengajaran dan pembelajaran atas talian dan juga mengenalpasti cabaran-
cabaran yang dihadapi pelajar sepanjang pembelajaran dari rumah agar proses penyampaian
imu dapat dijalankan dengan berkesan.
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Metodologi
Kajian ini telah dijalankan terhadap pelajar Diploma dan pelajar Ijazah Sarjana Muda
dari bidang Kejuruteraan yang mengambil subjek Kalkulus ketika pelaksanaan pembelajaran
secara atas talian di musim pandemik Covid-19. Data diperolehi daripada soal selidik yang
telah dijalankan melalui borang soal selidik kepada 96 pelajar untuk mengetahui platform yang
menjadi pilihan mereka untuk pembelajaran atas talian dan cabaran yang mereka lalui
sepanjang pembelajaran dari rumah ini disamping mengetahui tahap kefahaman pelajar dari
platform yang telah dipilih oleh mereka. Dari jumlah keseluruhan pelajar, didapati 45 pelajar
lelaki dan 51 pelajar perempuan telah menjawab soal selidik berkenaan. Jawapan pelajar dari
soal selidik tersebut telah dianalisa dan peratus bilangan pelajar dengan pilihan jawapan dari
platform yang dipilih sepanjang pembelajaran atas talian dan cabaran yang mereka hadapi
dikaji. Secara amnya, kajian ini adalah sangat berguna kepada pensyarah dalam menambah
baik kaedah pengajaran dan pembelajaran agar sesi penyampaian ilmu dapat dijalankan dengan
berkesan dan seronok.
Analisa dan Perbincangan
Carta pie dalam Rajah 1 di bawah menunjukkan peratus bilangan pelajar yang telah
memilih platform pembelajaran yang disukai mereka sepanjang belajar secara atas talian.
Didapati bahawa 35% pelajar telah memilih pembelajaran dari rakaman video, 30% pelajar
memilih pembelajaran menerusi Google Meet, 24% pelajar memilih platform Google
Classsroom dan 9% pelajar pula memilih platform WhatApps.
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Rajah 1: Carta Pie Platform Pembelajaran Pilihan Pelajar.
Oleh yang demikian, dari kajian ini didapati 35% pelajar lebih suka kepada platform
rakaman video. Mereka mengatakan dari platform ini, mereka dapat menonton dan
mengulangkaji semula topik syarahan yang diberikan pensyarah sekiranya mereka tidak faham.
Platform ini juga dapat mengurangkan masa pembelajaran dan sesi pengajaran dan
pembelajaran akan menjadi lebih lancar. Ini kerana ia sangat membantu bagi pelajar yang
mempunyai masalah dari segi capaian internet. Dalam kajian Azniwati (2020) juga mendapati
keberkesanan video pembelajaran dalam bentuk video pra rakaman yang digunakan dalam sesi
pembelajaran dalam talian memberi maklumbalas sangat positif dalam pembelajaran berkesan.
Platform yang kedua yang menjadi pilihan pelajar adalah Google Meet iaitu sebanyak
30% pelajar telah memilih platform berkenaan. Walaupun platform yang dipilih pelajar
menunjukkan perbezaan yang tidak begitu ketara antara rakaman video dan platform dari
Google Meet, pelajar-pelajar masih memerlukan perjumpan secara meet seperti sesi
perbincangan latihan yang diberi oleh pensyarah supaya lebih faham dari segi teknik dan jalan
kerja. Tetapi, jika capaian internet di kawasan pelajar dan pensyarah lemah, ini yang
menjadikan sesi pembelajaran tidak lancar dan sesi penyampaian akan menjadi kurang
berkesan.
Sebanyak 24% pelajar pula memilih platform Google Classroom. Google Classroom
sering digunakan oleh pensyarah sebagai satu platform dan juga pusat sehentian (One Stop
35%
30%
24%
9%
Platform Pembelajaran Pilihan Pelajar
Rakaman Video Google Meet Google Classroom WhatApps
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Centre) untuk memberi maklumat berkaitan kelas. Pensyarah akan memuat naik nota, rakaman
video, tugasan dan latihan, memberi kuiz, ujian dan juga peperiksaan akhir disitu. Pelajar juga
selalunya akan menghantar tugasan di platform tersebut. Google Classroom sering digunakan
kerana tidak melibatkan sebarang kos dan mudah untuk dikendalikan (Ventayen, Estira, De
Guzman, Cabaluna, & Espinosa, 2018).
Seterusnya, 9% pelajar pula memilih platform WhatApps sebagai platform yang disukai
sepanjang sesi pembelajaran atas talian. Platform WhatApps juga antara platform yang sangat
penting kerana ini antara platform yang digunakan kebanyakan pensyarah untuk
menyampaikan maklumat dan juga untuk perbincangan soalan latihan atau tutorial. Jika dilihat
dari soal selidik yang diberikan hampir 40% pelajar menggunakan telefon pintar sebagai alat
komunikasi utama sepanjang pembelajaran atas talian. Inilah antara faktor yang menjadikan
WhatApps antara platform pilihan pelajar.
Kajian ini turut disokong kenyataan yang dipetik dari Sinar Harian (2020). Menurut
Anuar Ahmad, bagi mereka yang mempunyai masalah capaian internet terutamanya bagi
pelajar atau pensyarah yang berada di kawasan luar bandar atau pedalaman, pembelajaran
dalam talian langsung seperti aplikasi yang berbentuk ‘meet’ seperti aplikasi Google
Meet/Zoom boleh diletakkan sebagai pilihan kedua. Pilihan terbaik adalah pembelajaran dalam
talian yang tidak dilakukan dalam masa nyata, seperti menggunakan Google Classroom,
WhatApps dan Telegram. Pembelajaran dalam talian masih boleh dilakukan dengan cara lain
dan pilihan terbaik adalah melalui rakaman video yang boleh dihantar kepada pelajar melalui
Google Clasroom, WhatApps atau Telegram.
Kajian ini juga turut disokong kajian Syamsulaini Sidek dan Mashitoh Hashim (2016)
yang menemukan lima kepentingan video iaitu pemebelajaran dari video dapat meningkatkan
pembacaan dan bahan pengajaran, dapat membantu meningkatkan pengetahuan asas pelajar,
mengukuhkan kefahaman pelajar, meningkatkan motivasi dan semangat pelajar dan juga dapat
menggalakkan pendidik dalam menghasilkan bahan pengajaran. Video pembelajaran turut
menjadi bahan bantu belajar yang efektif dan mudah dicapai oleh pelajar. Pembangunan dan
reka bentuk yang mudah difahami dan kandungan pembelajaran yang jelas menjadikan
medium pembelajaran dari video sebagai panduan pelajar untuk mempelajari sesuatu topik
yang dipelajari.
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Oleh yang demikian, setiap platform yang dipilih ini masing-masing mempunyai
kelebihan tersendiri. Selain itu, setiap platform yang dipilih oleh pelajar juga mungkin
disebabkan dari faktor cabaran-cabaran yang telah dikenalpasti. Antara cabaran pembelajaran
secara atas talian ialah tekanan yang dihadapi pelajar, persekitaran di rumah, dan faktor kendiri
pelajar.
Carta palang dalam Rajah 2 di bawah menunjukkan cabaran-cabaran yang dihadapi
pelajar sepanjang pembelajaran Kalkulus secara atas talian.
Rajah 2: Carta Palang Cabaran Pembelajaran Atas Talian
Dari cabaran-cabaran tersebut, didapati cabaran tekanan adalah paling tinggi (40%)
dimana tekanan pelajar adalah disebabkan oleh capaian internet yang lemah dan pelajar letih
menghadapi kelas secara atas talian setiap hari. Walaupun 41% dari pelajar-pelajar berada di
kawasan bandar namun sebahagian besar nya lagi berada di kawasan pinggir bandar dan luar
bandar. Seperti yang dinyatakan oleh Abdul Karim (2020) dan Bernama (2020), capaian
0%
5%
10%
15%
20%
25%
30%
35%
40%
Tekanan Persekitaran di Rumah Faktor Kendiri
Internet Lemah25%
Gangguan persekitaran
16%
Kurang keyakinan18%
Letih15%
Ruang kurang selesa
9%
Tiada Motivasi17%
PER
ATU
S
CABARAN PEMBELAJARAN ATAS TALIAN
Cabaran Pembelajaran Atas talian
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internet yang terhad antara cabaran pelajar semasa pembelajaran dalam talian terutamanya
untuk pelajar yang berada di kawasan pendalaman. Oleh kerana hampir kesemua subjek belajar
secara atas talian maka data yang sedia ada mungkin tidak cukup untuk menampung keperluan
kesemua subjek. Selain kelemahan dari capaian internet ini, keletihan pelajar dalam
menghadapi kelas secara atas talian setiap waktu pembelajaran menyumbang kepada tekanan
kepada pelajar justeru menyebabkan pelajar memilih platform syarahan dari rakaman video.
Selain itu, beban kerja yang diberikan pensyarah kepada pelajar juga perlu diambil kira supaya
pelajar tidak terlalu letih dalam menyelesaikan sesuatu tugasan. Ini bagi mengelakkan tekanan
yang berterusan kepada pelajar.
Cabaran yang kedua pula ialah persekitaran di rumah. Sebanyak 16% pelajar
mengatakan gangguan dari persekitaran di rumah. Ini adalah antara cabaran yang biasa
dihadapi bukan sahaja kepada pelajar tetapi juga kepada pensyarah yang mengajar. Ini kerana
setiap pelajar datang dari latar belakang yang berbeza. Corak kehidupan, adik beradik yang
ramai dan masalah keluarga adalah antara gangguan yang sering menjadi cabaran kepada
pelajar semasa pembelajaran secara atas talian. Manakala 9% pula mengatakan ruang
pembelajaran yang kurang selesa adalah antara cabaran yang mereka hadapi.
Cabaran yang ketiga pula ialah dari faktor kendiri pelajar. Sebanyak 35% pelajar
mengatakan yang mereka kurang keyakinan untuk belajar sendiri dan tidak mempunyai
motivasi belajar secara atas talian. Mereka perlu untuk mendisiplinkan diri dalam
membahagikan masa untuk sesuatu syarahan, tambahan pula pembelajaran tersebut adalah dari
rumah. Mereka bukan sahaja perlu menyiapkan tugasan dari pensyarah, tetapi perlu membantu
ibu bapa menguruskan adik beradik, membuat kerja rumah, mempunyai masalah kesihatan
malah ada juga yang terpaksa bekerja untuk kos sara hidup.
Oleh yang demikian, pensyarah perlu lebih faham akan situasi yang dihadapi pelajar
dan sentiasa berkomunikasi dengan pelajar supaya dapat meringankan masalah yang dihadapi
oleh pelajar.
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Kesimpulan
Platform pengajaran dan pembelajaran dalam talian sebenarnya membantu pelajar
untuk bertukar idea, berkomunikasi, berinteraksi dan menyelesaikan segala tugasan yang
diberikan pensyarah sepanjang semester. Penggunaan platform pembelajaran secara atas talian
juga memerlukan pengetahuan dan kemahiran terutamanya pensyarah. Tambahan pula
berkaitan subjek yang memerlukan konsep dan pengiraan yang banyak seperti subjek Kalkulus
ini. Kebiasaannya, pelajar bersedia dengan apa sahaja platform yang digunakan pensyarah
kepada mereka. Namun begitu, pensyarah boleh mengenalpasti platform yang terbaik yang
dapat diberikan kepada pelajar supaya pelajar tidak bosan dan penat dengan setiap sesi
pembelajaran yang mereka lalui. Dengan itu, pensyarah dapat mengurangkan cabaran yang
pelajar hadapi dalam menempuh sesi pengajaran dan pembelajaran sepanjang semester.
Keadaan ini juga membantu mengurangkan tekanan dari kedua-dua pihak sama ada pensyarah
atau pelajar dan melalui sesi pengajaran dan pembelajaran atas talian ini dengan lancar dan
terurus.
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SEPINTAS LALU: TEKNOLOGI PERSUASIF DALAM DOMAIN
PENDIDIKAN
1Elly Johana Johan, 2Zalilah Abd Aziz [email protected], [email protected]
1Jabatan Sains Komputer & Matematik (JSKM),
Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
2Fakulti Sains Komputer & Matematik (FSKM),
Universiti Teknologi MARA, 40450 Shah Alam, Selangor, Malaysia
ABSTRAK
Teknologi boleh digunakan untuk membantu mengubah tingkah laku seseorang ke arah yang lebih positif dengan
menyediakan kaedah atau teknik untuk mempengaruhi tingkah laku. Penyelidikan bidang kajian yang
menggunakan teknologi atau lebih dikenali dengan teknologi persuasif (PT) untuk mempengaruhi tingkah laku
dengan cara tertentu berkembang luas masa kini. Dalam bidang pendidikan, PT boleh digunakan dalam
pengajaran dan pembelajaran kerana ia melibatkan proses mengasimilasikan pengetahuan baru dengan niat
untuk menukar idea seseorang serta mengubah sikap atau kedua-duanya tanpa menggunakan paksaan atau
penipuan. PT menyediakan satu platfom yang luas di dalam penggunaan alat bantu perkakasan dan teknik
pengajaran untuk mewujudkan persekitaran pembelajaran yang lebih kondusif di dalam meningkat motivasi
dan menarik minat para pelajar di dalam disiplin ilmu yang dipelajari.
Kata kunci : teknologi persuasif, pendidikan
Pengenalan
Penyelidik secara jelas membahagikan persuasif kepada dua bidang, persuasif dalam bidang
pengajaran dan captology (Harjumaa et al. 2009). Kajian mengenai teknologi persuasif (PT)
bermula pada akhir tahun 1990-an dengan nama captology, komputer sebagai teknologi
persuasif (Fogg 1998). Captology adalah kajian komputer sebagai teknologi persuasif yang
terfokus pada reka bentuk, penyelidikan dan analisis produk pengkomputeran interaktif yang
bertujuan untuk mengubah sikap atau tingkah laku seseorang (Fogg 1998). Manakala persuasif
dalam bidang pengajaran khusus kepada penggunaan pendekatan pedagogi dan proses reka
bentuk perisian pendidikan yang mendorong pelajar untuk memperoleh pengetahuan dan
kemahiran baru Harjumaa et al. 2009). Fokus utama pada teknik persuasif adalah mengenai
perubahan sikap dan tingkah laku di mana mesej disampaikan dari pengirim kepada golongan
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sasar sebagai penerima (Fogg 2003). Menurut Fogg et al. (2009) PT dapat meyakinkan
pengguna dengan memberi panduan untuk meningkatkan potensi diri, memberikan informasi
yang relevan, memicu membuat keputusan dan membimbing pengguna melalui suatu proses
secara berperingkat. Definisi PT boleh disimpulkan sebagai sistem interaktif yang dirancang
untuk perubahan sikap dan atau tingkah laku sebagai usaha untuk membentuk, memperkuat,
atau mengubah tingkah laku, perasaan, atau pemikiran tentang suatu masalah, objek, atau
tindakan tanpa unsur paksaan atau penipuan (Fogg 1998, 2003; Oinas-Kukkonen & Harjumaa
2008). Untuk menghubungkan prinsip teknologi persuasif ke kerangka yang lebih luas,
beberapa kajian mengintegrasikan definisi teknologi persuasif dengan konsep kemampuan
motivasi dan hubungannya dengan hasil psikologi dan tingkah laku dalam domain teknologi
maklumat dilakukan oleh beberapa orang ahli akademik (Hamari 2013; Huotari & Hamari
2012; Zhang 2008). Hamari et al. (2014) mendapati kebanyakan teknologi persuasif
diterapkan terutamanya dalam konteks di mana seseorang bersedia melakukan suatu aktiviti
tetapi merasa sukar untuk memulakannya. Almaliki dan Ali (2016), menyatakan teknologi
persuasif terdiri dari pelbagai disiplin dan domain kajian dengan menumpukan perhatian pada
reka bentuk, pembangunan dan penilaian teknologi interaktif yang disasarkan untuk mengubah
tingkah laku melalui pujukan dan bukan melalui penipuan atau paksaan.
Domain Teknologi Persuasif
Penulisan ilmiah mengenai PT mulai berkembang pada tahun 2005 dan menjelang tahun 2013
penyelidikan PT berkembang pesat, dengan kebanyakan kajian yang dilakukan dalam bidang
interaksi manusia-komputer (Hamari et al. 2014). Kajian literatur menunjukkan bahawa
teknologi persuasif boleh mengubah sikap dan tingkah laku pengguna kepada tahap yang lebih
baik (Filippou 2016; Matthews et al. 2016; Kaptein & Van Halteren 2013; Baranowski et al.
2013). Data dari 95 kajian PT yang dijalankan oleh Hamari et al. (2014), 50% melibatkan
domain kesihatan dan latihan fizikal, 20% melibatkan disiplin ekologi, 10% melibatkan bidang
pendidikan 6% melibatkan bidang keselamatan dan 6% juga melibatkan domain pemasaran
dan perdagangan. PT telah memberi kesan yang signifikan dalam mengurangkan pelbagai
masalah sosial seperti kegemukan, pengambilan alkohol, kesejahteraan kehidupan kelestarian
dan kesedaran menjaga alam sekitar (Mubin et al. 2016). PT secara berperingkat digunakan
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secara meluas sebagai alat untuk mempromosikan kesihatan, kesejahteraan, gaya hidup dan
kecergasan pengguna untuk semua peringkat umur (Austria et al. 2020; Sittig et al. 2020;
Klasnja et al. 2011, Purpura et al. 2011). Persuasif sebagai medium intervensi pula merangkumi
alatan permainan (Muhamad & Kim 2020; Orji et al. 2013; Lucero et al. 2006) aplikasi mudah
alih atau laman sesawang (Ashaikh et al. 2016; Toscos et al. 2006), robot (Bertel & Hannibal
2015) dan alatan boleh pakai (wearables) disertai dengan teknik maklum balas motivasi khas
seperti persaingan sosial dan ketersediaan pengetahuan yang komprehensif.
Teknologi Pesuasif Dalam Domain Pendidikan
PT diyakini mempunyai peranan yang penting untuk dimainkan dalam bidang
pendidikan (IJsselsteijn et al. 2006). Menurut Fogg (2003) PT boleh digunakan di sekolah atau
persekitaran luar dalam memotivasi seseorang untuk memperoleh pengetahuan baru atau
kemahiran. Dalam bidang pendidikan, PT boleh digunakan di dalam pengajaran dan
pembelajaran kerana ia melibatkan proses menjana pengetahuan baru dengan objektif untuk
menukar idea seseorang serta mengubah sikap atau kedua-duanya tanpa menggunakan unsur
paksaan atau penipuan (Fogg 2003). Gullatt dan Lemoine (1997) mengusulkan penggunaan
teknologi komputer sebagai intervensi pendidikan awal selain program sedia ada di sekolah
yang dipaktiskan melalui medium undang-undang dan peraturan. Telah diakui secara meluas
bahawa Maklumat dan Teknologi Komunikasi (ICT) boleh digunakan untuk memberi impak
positif dalam pengajaran dan pembelajaran secara umum (Ghavifekr et al. 2015) dan dalam
bidang pengkomputeran kejuruteraan secara khusus. PT adalah komponen ICT khas yang
dirancang untuk mengubah tingkah laku yang disasarkan (Fogg 2003). Secara umum,
penyelidikan PT khusus dalam bidang pendidikan tidak banyak (Nor Aziah et al. 2013) dan di
Malaysia sendiri bilangannya juga masih sedikit (Siti Fasyehah, & Zakirah 2011), namun
penyelidikan yang dilakukan (Orji & Moffatt 2018; Abdessettar et al. 2016; Ashaikh et al.
2016; Filippou et al. 2016 ; Toor 2016; Bertel & Hannibal 2015; Christy & Fox 2014; Stibe &
Oinas-Kukkonen 2014; Behringer et al. 2013; Fogg 2003) membuktikan keberkesanan PT
dalam memotivasi seseorang untuk mencapai kejayaan melalui perubahan tingkah laku dalam
pembelajaran. Menurut Wesley (2013) mengintegrasikan komputer dalam pembelajaran
berupaya mewujudkan persekitaran pembelajaran yang selamat secara psikologi, membina
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harga diri dan berupaya mengubah tingkah laku pelajar yang tidak bermotivasi ke arah yang
lebih positif. PT dapat memotivasi individu untuk memulakan proses pembelajaran, tugasan,
dan menyemak bahan tertentu untuk meneruskan aktiviti tertentu (Devincenzi et al. 2017).
Pendidikan melalui PT secara memudahkan penglibatan pelajar dalam aktiviti kelas, interaksi
rakan sebaya, pembelajaran aktif yang membawa kepada perubahan sikap atau tingkah laku
kearah yang diinginkan (Ashaikh et al. 2016; Bertel & Hannibal 2015).
Semua sistem maklumat boleh dianggap mempengaruhi pengguna dalam beberapa cara
(Oinas-Kukkonen 2013). Namun, agar teknologi benar-benar disebut "persuasif," pujukan
harus disengajakan (Fogg 1998), teknologi tersebut mesti dirancang untuk tujuan membimbing
pengguna ke arah perubahan sikap atau tingkah laku. Pereka mesti memahami bahawa objek
pembelajaran tidak mudah menjadi persuasif dengan hanya menerapkan prinsip reka bentuk
persuasif ke dalam suatu objek pembelajaran (Fogg 2003). Aspek teras reka bentuk
pembelajaran persuasif adalah membina minat dan keyakinan pelajar. Adaptasi teknologi
persuasif dalam skop pendidikan membolehkan seseorang dapat melihat perubahan
persekitaran dan kumpulan pengguna dan hujah ini disokong oleh Fogg (2003) yang
mempercayai bahawa PT dapat diterapkan dalam kepelbagaian konteks dan khalayak sasaran.
Secara khususnya, dalam bidang pendidikan terdapat kajian yang menerap PT dalam
memenuhi keperluan kanak-kanak dan remaja dengan keperluan khas (Ng et al. 2016; Bertel
& Rasmussen 2013; Mintz & Aagaard 2012; Mintz & Peter 2012), penerapan penggunaan PT
peringkat pendidikan universiti (Filippou et al. 2016) dan pembelajaran orang dewasa
mengenai pembangunan lestari (Arendt et al. 2014). Ini menunjukkan sasaran perubahan atau
tingkah laku memandu proses reka bentuk dan boleh diimplementasikan kepada khalayak
pengguna yang mempunyai latar belakang yang berbeza. Menurut Fogg (2003) PT dalam
bidang pendidikan berupaya meningkatkan motivasi seseorang untuk memulakan proses
pembelajaran dan perlaksanaannya boleh diadaptasi dalam kepelbagaian kaedah pengajaran
untuk memudahkan seseorang mencapai tingkah laku yang disasarkan dengan lebih mudah. PT
tidak tidak hanya menumpukan kepada teori semata-mata tetapi berupaya menjadi agen
motivasi dalam proses pengajaran dan pembelajaran terutama dalam situasi suatu visi telah
dikenal pasti dan penyelidikan yang dilakukan secara khusus tersebut boleh dijadikan panduan
untuk suatu perkembangan baru mengenai penglibatan PT dalam bidang pendidikan secara
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umum dan lebih meluas (Devincenzi et al. 2017). Dapat disimpulkan PT berupaya mengubah
sikap dan tingkah laku serta memotivasi pelajar untuk melakukan tugasan dan mencapai
objektif yang disasarkan (Dolhalit & Salam 2014).
Kesimpulan
Cabaran terbesar adalah untuk mengadaptasi teknologi persuasif dalam senario
kompleks dan mengikut fleksibiliti individu untuk memaksimumkan keberkesanan secara
menyeluruh. Adaptasi teknologi persuasif dalam bidang pendidikan melibatkan peratusan kecil
dengan nilai 10% jika dibandingkan dengan domain lain walaupun secara empirik telah
terbukti teknologi persuasif berupaya memotivasikan pelajar secara positif. Justeru itu terdapat
keperluan untuk meneroka lebih lanjut adaptasi teknologi persuasif dalam domain pendidikan
secara meluas demi memenuhi ruang kosong kajian teknologi persuasif dalam domain
pendidikan yang dipercayai mampu mengubah landskap dunia pendidikan kearah yang lebih
baik.
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PERCEPTIONS OF STUDENTS IN LEARNING MATHEMATICS THROUGH
OPEN AND DISTANCE LEARNING (ODL)
Muniroh Hamat, Mawardi Omar, Nurhafizah Ahmad, Mohd Fahmi Zahari [email protected], [email protected], [email protected],
Jabatan Sains Komputer & Matematik (JSKM),
Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
ABSTRACT
During times of crisis, such as the global spread of the Covid-19 epidemic, online education
has seen exponential development when educators and students are forced to stay at home
and resume their studies completely online. Students have no choice but to keep up with the
Open and Distance Learning standards and difficulties (ODL). As online learning continues
to grow, it is important to investigate students’ overall experiences in online learning
environments especially in learning Mathematics. Understanding students' experiences based
on their perspectives on their online classes or programs goes beyond the simple question of
student satisfaction to more nuanced questions about how factors inside and outside of the
classroom impact the online classroom. The purpose of this study was to investigate the
experience of students in learning mathematics through Open and Distance Learning (ODL)
during the COVID-19 pandemic. This study uses a methodological approach in which a
questionnaire was distributed to 202 respondents on their overall views on ODL. This survey
shows ODL in learning Mathematics more favor among respondents based on their learning
experienced, they still hope this subject is more suitable for the classroom learning
environment.
Keywords: Open and distance learning, perception, experience, Covid-19, pandemic
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Introduction
The terms open and distance learning (ODL), as well as their definitions, are
relatively new in education, having only gained popularity in the last 15 to 20 years. The
vocabulary and terminology used to define distance learning activities can still be confusing,
and geographical differences in usage. Correspondence education, home study, independent
study, external studies, continuing education, distance teaching, self-instruction, adult
education, technology-based or mediated education, learner-centred education, open learning,
open accreditation are some of the more commonly used terms in open and distance learning.
ODL is a broad term used to deliver or enhance learning through telecommunications. The
university discovers and explores the internet, teleconferences, and similar techniques around
the world to achieve an extensive classroom or learning experience. ODL is a learning
distance that is open or available to anyone, regardless of age, qualification, or ethnic group.
The distance is to study away from the institution or college, and the time of teaching and
learning is separated. Online learning environments can provide learners with distinct
opportunities for flexibility, interaction, and collaboration. It is different from face-to-face
learning environments. The online mode of education thereby creates a platform where with
the help of the latest technology and its tools, various subjects' theories are expressed by
brainstorming, ideation, and discussion which makes the virtual classroom engaging.
However, the integration of educational technologies raises questions and concerns about
students' learning.
As the growth of online learning rises, it is necessary to investigate students' overall
experiences in such situations. Understanding students' perceptions on their online classes or
programmes requires answering more complex questions about how factors inside and
outside the classroom influence the online classroom (Stephanie & Claire 2012). According
to Stephanie and Claire, students' experiences with online learning were investigated in this
qualitative study synthesis. For example, some students were satisfied with their online
courses but still struggled with balancing online courses and work responsibilities. Other
students found that enrolling in an online program related to their jobs was very beneficial.
Despite their network issues, students were able to participate in most of their online
classes. However, students were discouraged from actively participating in online classrooms
due to an unreliable Internet connection and personal concerns. Furthermore, even though the
students thought they had enough time and feedback for their activities, they rated ODL as
challenging since their workload was higher than conventional face-to-face learning, and
they had a lot of distractions at home that interfered with their grasp of the material
(Norazrina,2020). According to a 2015 study conducted by Vanderbilt University in the
United States, nearly 92% of respondents from various fields and faculties agreed that online
learning is more effective and efficient than traditional teaching and learning.
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Jolene, Hassan, Neha, and Jane (2015) found out that the main positive attribute of
online learning was the flexibility of the approach, both in terms of time and geographic
location. As online learning generally does not require a one to be in class at a certain time,
one can work from home at convenient times. This flexibility was also linked with a positive
perception of self-reliance. Collins, 2010 found out that most students are satisfied with
teaching and learning by distance and satisfied with support services provided by the host
institute. However, respondents had concerns regarding the provision of prompt feedback on
assignments by facilitators, lack of enough study facilities to help students with their
program, the heavy workload in distance learning and had trouble with learning materials that
were not self-explanatory. With distance learning opportunities growing at a high rate in
many tertiary institutions, there is need to ensure that prompt feedback on assignments is
integrated in the instructional design process of distance learning courses. The provision of
study facilities (computers, internet and supplementary reading materials and reading rooms)
and well written instructional materials (self-explanatory, full of local examples) in the
distance mode will go a long way to enhance students learning by distance.
Therefore, this study investigates the perception of students in learning mathematics
through Open and Distance Learning (ODL) during the COVID-19 pandemic. This study was
guided by the following research questions:
1) What are the perceptions of undergraduate students in learning mathematics through
ODL during the COVID-19 pandemic?
2) Are there any significant differences in undergraduate students’ perceptions toward
learning mathematics through ODL during the COVID-19 pandemic with regard to
their age and education level?
Methodology
Engineering students were selected as a sample since they take a Mathematic Course
every semester, from semester 1 until semester 5. Sample was formed using cluster sampling
where a few classes from the corresponding faculties were selected as a sample. Data was
collected among the students using an online questionnaire, which was made based on
instruments used in similar studies. They spent about 10 minutes to complete the survey. The
self-administered questionnaire was adopted and adapted by the researchers. The
demographic profile and students' perceptions of ODL in mathematics learning were
separated into two sections of the questionnaire. Students' age, gender, faculty, and education
level are among the demographic profile questions. The questionnaire rated on a five-point
Likert scale ranging from 1 (strongly disagree) to 5 (strongly agree).
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IBM SPSS Statistics version 20 was used to analyze the data. Cronbach's alpha was
used as a measure of reliability in this study, which is a regularly applied measure in Likert
scale survey questions. Cronbach's Alpha has a range of values from 0 to 1, with 0 indicating
complete unreliability and 1 indicating perfect dependability (Field, 2009). Hinton (2004)
give a good guide for reliability with Alpha score 0.90 and above indicate a scale of excellent
reliability, 0.70 to 0.90 indicate high reliability, 0.50 to 0.70 indicate a moderately reliable
scale and below 0.5 is generally indicates a scale of low reliability. The researcher applied
descriptive statistics (frequency, percentage, means, and standard deviations) and an
independent t test for the interactions among the variables.
The characteristics of the respondent and students’ perceptions toward ODL in
learning Mathematics are analyzed using descriptive statistics. This analysis summarizes in
Table 1 and Table 2. Table 1 shows the demographics profile of respondents in terms of
gender, age, education level, and field of study. Meanwhile, Table 2 shows students'
perceptions toward ODL in learning Mathematics.
Results and Discussion
The 202 respondents were UiTM Cawangan Pulau Pinang undergraduate engineering
students. A majority of respondents were male (57.9%), and the rest were female. Most of the
respondents were under 23 years old. Also, most of the respondents were from the faculty of
Mechanical Engineering (42.1%), 32.2% were from the faculty of Civil Engineering, 20.3%
were from the faculty of Electrical Engineering, and 5.4% reported were from the faculty of
Chemical Engineering. Based on the level of education, the majority of the respondents were
first-year students (72.3%), 23.8% were second-year students, and less than 5% were third-
year students.
Table 1: Demographic Profile of Respondents
Sample Frequency Percentage (%)
Gender Male
Female
117
85
57.9
42.1
Age 18-20
21-23
>23
152
49
1
75.2
24.3
0.5
Educational
Level
1st year
2nd year
3rd year
146
48
8
72.3
23.8
4
Programme Faculty of Civil Engineering
Faculty of Mechanical Engineering
Faculty of Electrical Engineering
Faculty of Chemical Engineering
65
85
41
11
32.2
42.1
20.3
5.4
Total (N) 202
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Table 2: Students' perceptions toward ODL in learning mathematics
Item Mean Standard
Deviation
Mathematics subjects are suitable to be conducted online
rather than face to face.
2.7 1.013
Online learning is easy to implement and easily achieved
regardless of distance and learning takes place
continuously.
3.26 0.883
My Mathematics exam results improved with the ODL
method.
3.09 0.882
I think ODL is effective in helping me to understand
Mathematics course content/materials.
3.10 0.841
TOTAL (Mean of mean) 3.037
This survey study is to analyze the students’ perceptions toward ODL in learning
Mathematics. It shows that most of the respondents are preferred ODL in learning
Mathematics (mean 3.04) after a year of learning experience in ODL since March 2020. The
results show that online learning is easy to implement and achieved (mean 3.26), and the
Mathematics exam results improved with the ODL approached (mean 3.09). Besides that,
ODL in learning Mathematics is more effective in understanding subject material (mean
3.10). However, although this survey shows ODL in learning Mathematics more favour
among respondents based on their learning experienced, they still hope this subject is more
suitable for the classroom learning environment (mean 2.7).
Table 3: Cronbach’s Alpha for Perception of students toward
ODL in learning mathematics
Cronbach’s Alpha No of Items Result
0.854 4 high reliability
Testing the reliability is an important step since it verifies the internal consistency of
the measuring scale and examines its properties (Hair et al, 2006). Cronbach’s coefficient
alpha was computed to test the survey’s reliability, and values above 0.70 were considered
high reliability. Cronbach’s alpha value is 0.854 and hence holds good internal consistency
allowing for further analysis.
Table 4: Independent t- test
Variable N Mean SD t Significant
Age 18 – 20 152 2.966 0.767 -2.311 0.022
21 – 23 49 3.250 0.692
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Education Level 1st Year 146 2.932 0.758 -2.757 0.006
2nd Year 48 3.271 0.680
The following findings cover the second research question: Are there any significant
differences in undergraduate students’ perceptions toward learning mathematics through
ODL during the COVID-19 pandemic with regard to their age and education level?
An independent t test was employed to answer these questions. According to the
results of the independent-samples t test, there are significant differences in undergraduate
students' perceptions of learning mathematics through ODL during the COVID-19 pandemic
at t= -2.311 with p = 0.022 < 0.05 with respect to age, as shown in Table 4. The students
under the age of 20 have slightly lower average than students above the age of 21. Table 4
also revealed that there are significant differences in undergraduate students’ perception
means toward ODL in learning mathematics between first year students and second year
students with t= -2.757, p < 0.05.
This result was in agreement with the previous findings by Djanette Blizak et al
(2020) which found that older students were more optimistic than younger students. Students
in the master's program were more interested about online learning than first-year students
and bachelor's students. As they come closer to their graduate academic master's degree,
master students aspire to end their academic year. With the COVID-19 pandemic's
containment measures and social isolation, online learning becomes their only option for
achieving their aim.
In relation to Olayemi et al (2021), respondents' age is one of the most crucial criteria
in understanding their ideas and perceptions regarding a given subject; age, on the whole,
represents an individual's level of maturity; therefore age becomes more important when
examining a response.
Conclusion
The present study contributes to understanding the perception of students in learning
Mathematic thru ODL, especially after the government decided to do away with physical
learning due to Covid-19 pandemic. Students must be given personal space and time to focus
solely on online learning while also being tolerated by lecturers if they require additional
time, materials, or guidance to complete their tasks. Students enjoy online learning because it
is easy to implement and achieved and also Mathematics exam results improved with the
ODL approached. Despite the fact that this survey shows that ODL in learning Mathematics
is more popular among respondents based on their learning experiences, they still hope that
this subject is more appropriate for the classroom learning environment.
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References
Ag-Ahmad, N. (2020). Open dan Distance Learning (ODL): Preferences, Issues and
Challenges amidst Covid-19 Pandemic. Journal of Creative Practices in Language
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Blizak, D., Blizak, S., Bouchenak, O., & Yahiaoui, K. (2020). Students Perceptions regarding
the Abrupt Transition to Online Learning During the COVID-19 Pandemic : case of
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10.1021/acs.jchemed.0c00668.
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Hair, J. F., Black, W. C., Babin, B. J., Anderson, R. E., & Tatham, R. L. (2006). Multivariate
data Snalysis. Pearson Prentice Hall : Upper Saddle River , Vol.6. Nj, USA.
Hairia'an, N. H., & Dzainudin, M. (2020). Jurnal Pendidikan Awal Kanak-kanak Kebangsaan
(Special Issue),, Vol. 9, 2020 (18-28) (ISSN 2289-3032 / eISSN 2550-178X). Dimuat
turun daripada https://ejournal.upsi.edu.my/journal/JPAK.
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Routledge Trydier & Francis Group London & Yew York, 363.
Hussiin, D. H. (2020, September 2). Kesan Covid-19 Kepada Pelajar UMP : Satu Kajian
Ringkas. Dimuat turun daripada https://news.ump.edu.my/experts/kesan-covid-19-
kepada-pelajar-ump-satu-kajian-ringkas
Krishnan, S. (2016). Student's Perceptions of Learning Mode In Mathematics. The Malaysian
Online Journal of Educational Sciences, Volune 4 - Issue 2.
Md razak, M. I. (2020, April 9). COVID 19: Pembelajaran Atas Talian Suatu Keperluan Ke
Arah Menuju Malaysia Maju. Di muat turun daripada
https://www.astroawani.com/berita-malaysia/covid19-pembelajaran-atas-talian-suatu-
keperluan-ke-arah-menuju-malaysia-maju-237496.
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Towards Online Learning in Nigeria During Covid-19 Pandemic . Library Philosophy
and Practice (e-journal) 5051. Di muat turun daripada
https://digitalcommons.unl.edu/libphilprac/5051
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APLIKASI ATTENDANCE STUDENT LIST (ATTsLIST)
Sharifah Sarimah Syed Abdullah, Noor Azizah Mazeni [email protected], [email protected]
Jabatan Sains Komputer & Matematik (JSKM),
Universiti Teknologi MARA Cawangan Pulau Pinang, Malaysia
ABSTRAK
Pengajar di setiap institusi pendidikan mengambil peranan dalam merekod kehadiran pelajar ke kelas. Hal ini bagi
memastikan tiada pelajar yang tercicir bagi setiap kelas yang dijalankan. Berikutan pandemik COVID-19 yang telah
melanda negara di mana sesi pembelajaran dijalankan secara atas talian memerlukan pengajar untuk lebih kreatif
dalam menyediakan sistem atau aplikasi yang sistematik bagi memudahkan urusan merekod kehadiran pelajar.
Aplikasi Attendance Student List (ATTsLIST) dibangunkan untuk memudahkan merekod kehadiran dan menyimpan
rekod-rekod kehadiran secara atas talian. ATTsLIST dibangunkan dengan menggunakan perisian aplikasi data studio di
dalam Google. Aplikasi ini juga dapat memudahkan pengajar bagi memantau ketidakhadiran pelajar dan membolehkan
pelajar memuatnaik sijil ketidakhadiran pelajar setiap kali ketidakhadiran mereka ke kelas. Pelajar juga boleh
mengakses aplikasi ini untuk melihat sejarah rekod kehadiran mereka di dalam kelas.
Kata Kunci: ATTsLIST,
Pengenalan
Pandemik COVID-19 yang telah melanda seluruh negara telah memberi kesan yang sangat
besar dimana ianya melibatkan ramai pihak daripada seluruh peringkat umur dan pekerjaan serta
telah menjejaskan pelbagai sektor dan sistem di seluruh negara. Kesan yang paling ketara dapat
dilihat pada sistem pendidikan negara iaitu apabila sekolah-sekolah dan institusi-institusi pengajian
tinggi terpaksa ditutup bagi mengelakkan penularan virus COVID-19 dalam kawasan tersebut.
Ekoran dari kesan pandemik tersebut, sesi Pengajaran dan Pembelajaran (PdP) bersemuka
telah digantikan dengan sesi PdP secara atas talian bertujuan bagi memastikan sesi PdP dapat
diteruskan. Seiring dengan itu, sesi PdP yang dijalankan secara atas talian memerlukan kehadiran
pelajar juga diambil secara atas talian. Ini mencetuskan idea bagi setiap pengajar dalam
menghasilkan pelbagai aplikasi dan sistem bertujuan memudahkan urusan rekod kehadiran pelajar
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dapat diambil dengan lebih sistematik. Hal ini penting bagi memastikan pengajar dapat memantau
status kehadiran pelajar ke kelas dan tindakan yang perlu diambil.
Rosli, M.Y. dan Sani, N.S. (2018) dalam kajian mereka telah menghasilkan Sistem
Maklumat Kehadiran Pelajar (SMKP) yang telah memudahkan pengumpulan data kehadiran,
menyimpan rekod-rekod kehadiran serta membolehkan penghasilan statistik dan penyediaan
laporan kehadiran.
Sistem atau aplikasi kehadiran atas talian juga bukan sahaja dapat digunakan bagi sesi PdP
secara atas talian tetapi ianya juga boleh digunakan bagi sesi PdP bersemuka bagi menggantikan
proses merekod kehadiran secara manual iaitu dengan merekod di atas kertas. Hal ini kerana bagi
mengelak berlakunya kehilangan rekod kehadiran tersebut untuk rujukan pada masa akan datang.
Mengetahui kepentingan merekod kehadiran yang lebih sistematik dapat melancarkan lagi
sesi PdP, dengan itu, sebuah aplikasi atas talian yang efisien telah dibangunkan bertujuan untuk
membantu pengajar merekod kehadiran pelajar ke kelas disamping memudahkan pengajar dalam
memantau ketidakhadiran pelajar.
Perisian Aplikasi: ATTsLIST
Attendance Student List (ATTsLIST) adalah aplikasi untuk merekod kehadiran pelajar secara atas
talian tanpa mempengaruhi masa yang diperuntukkan untuk sesi PdP. ATTsLIST dibangunkan
dengan menggunakan perisian aplikasi data studio di dalam Google. ATTsLIST sesuai untuk
merekodkan kehadiran pelajar setiap kali kelas dijalankan malah pelajar juga boleh mengakses
aplikasi ini untuk melihat sejarah rekod kehadiran mereka di dalam kelas. Untuk mengakses
ATTsLIST, pengajar dan pelajar boleh ke pautan https://tinyurl.com/ATTsLIST.
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Ciri-ciri dan Keterangannya
Terdapat banyak ciri yang boleh digunakan di dalam ATTsLIST ini. Paparan muka hadapan
ATTsLIST boleh dilihat dalam Rajah 1.
Rajah1: Paparan muka hadapan aplikasi ATTsLIST
Rajah 1 di atas menunjukkan muka hadapan aplikasi ATTsLIST. Fungsi bagi setiap ikon pada
muka hadapan ATTsLIST dijelaskan di dalam Jadual 1.
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Jadual 1: Penerangan setiap ikon dalam paparan muka hadapan
ATTsLIST ini dapat menghasilkan rekod kehadiran dengan menggunakan pautan google form
melalui borang kehadiran pelajar. Jadual 2 menunjukkan langkah-langkah bagi merekod kehadiran
pelajar menggunakan aplikasi ATTsLIST.
No Ikon
1
Ikon untuk paparan ke setiap muka
2
Bilangan pelajar yang menghadiri kelas dipaparkan dan bilangan kehadiran pelajar
boleh di paparkan mengikut kelas dalam bentuk graf.
3
Ikon ini untuk memilih kod kursus
4
Ikon untuk paparan kelas minggu kuliah
5
Ikon untuk carian nama pelajar
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Jadual 2: Penerangan langkah-langkah bagi merekod kehadiran pelajar
Carta Penerangan
Klik ikon untuk borang
kehadiran pelajar
Paparan borang kehadiran
pelajar melalui pautan google
form
Paparan rekod kehadiran
setelah mengisi borang
kehadiran pelajar
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Selain itu, ATTsLIST juga dapat menghasilkan rekod ketidakhadiran pelajar dengan menggunakan
pautan google form melalui borang ketidakhadiran pelajar seperti di dalam Jadual 3.
Jadual 3: Penerangan langkah-langkah dalam merekod ketidakhadiran pelajar
Carta Penerangan
Klik ikon untuk
mengisi borang
ketidakhadiran pelajar
Paparan borang
ketidakhadiran pelajar
melalui pautan google
form. Pelajar yang
tidak hadir perlu
mengisi borang ini
dan memuatnaik bukti
ketidakhadiran.
Paparan rekod
ketidakhadiran pelajar
berserta bukti
ketidakhadiran.
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Seterusnya,ATTsLIST turut memaparkan rekod kehadiran pelajar mengikut minggu kuliah
sepanjang semester. Rajah 2 menunjukkan contoh rekod kehadiran pelajar pada minggu kuliah
keempat dan kelima. Pelajar juga boleh memilih kumpulan bagi melihat rekod kehadiran terkini
atau sebelumnya.
Rajah 2: Paparan muka minggu kuliah
Rajah 3 dibawah menunjukkan graf kehadiran pelajar bagi setiap minggu kuliah. Ini memudahkan
pengajar untuk melihat pelajar yang tidak mencapai peratusan kehadiran yang sepatutnya bagi
setiap kursus.
Rajah 3: Paparan muka graf kehadiran
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Kesimpulan
Kesimpulannya, aplikasi ATTsLIST mempunyai pelbagai ciri berguna yang membolehkan
setiap pengajar menjadi lebih kreatif dan inovatif dalam merekod kehadiran pelajar. Ianya mudah
diakses dengan capaian secara atas talian di mana-mana jua. ATTsLIST turut dapat merangkumi
keseluruhan rekod kehadiran pelajar dengan paparan grafik yang menarik.
Pada masa kini, penggunaan Information Communications Technology (ICT) dalam
medium pengajaran dan pembelajaran inovatif dilakukan dalam skala yang besar (Papadakis,
Kalogiannakis, Sifaki, dan Vidakis, 2018). Pelaksanaan persekitaran pintar sebagai era baru ICT
membantu guru, pelajar dan kakitangan mendominasi bidang pendidikan (Burd, Guerra, Elahi,
Russell, Barker, Pérez, dan Tudor, 2017).
Dalam kajian ini, aplikasi ATTsLIST digunakan bertujuan memantau kehadiran pelajar
bagi setiap sesi perkuliahan. Memandangkan pelaksanaan PdP secara atas talian bukanlah sesuatu
yang asing pada era ini, maka aplikasi ini sangat berguna untuk diimplementasikan dalam merekod
kehadiran berbanding daripada sistem tradisional. Dalam kaedah tradisional sistem kehadiran,
merekod kehadiran di dalam kelas selalu dilakukan dengan mengorbankan masa pembelajaran.
ATTsLIST membantu pengajar memperuntukkan lebih banyak masa untuk pelajar belajar daripada
menghabiskan masa mereka mencatat kehadiran.
Oleh itu, ATTsLIST berpotensi memberi kesan dalam meningkatkan prestasi pelajar dan
mengeratkan kerjasama antara pengajar dan institusi pendidikan. Dengan mengetahui kehadiran
pelajar dapat membantu pengajar membimbing pelajar dengan lebih sempurna dan baik. Pelajar
juga akan lebih bersemangat dan bersedia setiap kali kelas akan dijalankan.
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Rujukan:
Burd, B., Guerra, J. G., Elahi, A., Russell, I., Barker, L., Pérez, A. F., Tudor, L. (2017). The
Internet of Things in CS Education. Proceedings of the 2017 ACM Conference on In-
novation and Technology in Computer Science Education - ITiCSE ’17.
https://doi.org/10.1145/3059009.30813
Rosli, M.Y. Sani, N.S. (2018) Sistem Maklumat Kehadiran Pelajar. Bachelor Degree. Universiti
Kebangsaan Malaysia.
Papadakis S., Kalogiannakis M., Sifaki E., Vidakis N. (2018) Access Moodle Using Smart Mobile
Phones. A Case Study in a Greek University. In: Brooks A., Brooks E., Vidakis N. (eds)
Interactivity, Game Creation, Design, Learning, and Innovation. ArtsIT 2017, DLI 2017.
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Tele-
communications Engineering, vol 229. Springer, Cham. https://doi.org/10.1007/978-3-319-
76908-0_36