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A Study on Student Attitudes in Learning Programming using Physical Computing Zuraini Hanim Zaini; Noreen Izza Arshad; Balbir SM Singh; Nurshazlyn M Aszemi; Subuh Anggoro; Santhy Hawanti
Dinamika Jurnal Ilmiah Pendidikan Dasar Vol 12, No 1 (2020): Dinamika Jurnal Ilmiah Pendidikan Dasar
Publisher : Universitas Muhammadiyah Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/dinamika.v12i1.6499

Abstract

Learning to program can be difficult for the students. Students must master language syntax, programming theory, and problem-solving techniques. Efforts have been made to assist students in understanding how to program. This study is intended to examine whether Arduino, as a teaching and learning tool, helps in generating students’ interests towards programming. Arduino is one of the physical computing tools which has an open-source electronics platform based on user-friendly hardware and software for creating different projects and applications. Arduino is easy to be used by beginners, yet flexible enough for advanced users to learn physical computing and programming. This study adopted a quantitative research method to measure the student’s attitude in learning programming using physical computing. The sample of this study is 56 students from the foundation program and undergraduate program. To gauge students’ perception, students’ attitude survey was adapted. The collected data were analyzed using descriptive analysis. Based on the analysis, the study found that the overall mean score was 4.253. The result indicated that student has a positive attitude in learning programming using physical computing.
Mobile development: learn du’a for early childhood learners Mohamed Imran Mohamed Ariff; Natasha Irina Khairul Annuar; Ahmad Farid Najmuddin; Ireen Munira Ibrahim; Noreen Izza Arshad; Samsiah Ahmad; Khairulliza Ahmad Salleh
Bulletin of Electrical Engineering and Informatics Vol 11, No 4: August 2022
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v11i4.3860

Abstract

This project stands by acknowledging the use of mobile technology is progressively popular among early childhood learners in recent years. But, an extensive systematic literature search on educational mobile technology and touchscreen indicated that most of the applications are not suitable for early childhood learners as it lacks several multimedia features. Therefore, this project designates the development procedure of an educational mobile application for early childhood learners, who are very receptive to new knowledge and information. As a proof of concept, the development of this application utilizes the learning of the Islamic du’a recitation. This application was designed using the android studio and the flutter software combined with the java programming language. Upon the development of this application, several testings were done and analyzed. The result shows that users were satisfied with the applications as most of the testing scores were highly rated. Based on these results, the usage of this newly mobile application can be suggested to be adopted by early childhood learners.
Developing mobile game application for introduction to financial accounting Mohamed Imran Mohamed Ariff; Fuad Mohd Khalil; Rahayu Abdul Rahman; Suraya Masrom; Noreen Izza Arshad
Indonesian Journal of Electrical Engineering and Computer Science Vol 27, No 3: September 2022
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v27.i3.pp1721-1728

Abstract

The financial accounting subject is one of the core subjects that is essential for any accounting student. However, this subject is perceived as boring and difficult to comprehend particularly for students who lack in the accounting knowledge. The aim of this research paper is to present the adoption of the gamification learning concept in designing and developing a mobile game application to cultivate better understanding in the financial accounting subject. This mobile application was developed for Android operating system and was designed using the modified game methodology. Further, this mobile application was subjected to several testing phases using numerous participants. The results indicate the adoption of gamification has aided the students in understanding the financial accounting subject. Furthermore, the participants also indicated that learning using gamification has encouraged them to think critically which then allowed them to better comprehend the financial accounting subject. The development of this mobile game application also contributes to the gamification literature which is vastly used in learning, and it advantages in improving the understanding of how games can be adopted to foster better understanding in the financial accounting subject.