Program for 2018 International Conference On Creative and Innovative Technology in Education (i-CITE2018)

Time Pendeta Room I Pendeta Room II Pendeta Room III Pendeta Room IV

Tuesday, July 24

09:00 am-10:00 am Parallel Session 1 Parallel Session 1 Parallel Session 1 Parallel Session 1
04:00 pm-05:00 pm Parallel Session 2 Parallel Session 2 Parallel Session 2 Parallel Session 2

Wednesday, July 25

08:30 am-09:30 am Parallel Session 3 Parallel Session 3 Parallel Session 3 Parallel Session 3
11:00 am-12:00 pm   Parallel Session 4 Parallel Session 4 Parallel Session 4
12:00 pm-01:00 pm   Parallel Session 5   Parallel Session 5

Tuesday, July 24

Tuesday, July 24, 09:00 - 10:00

Parallel Session 1

Pendeta Room I
Chair: Zakiah Mohamad Ashari
9:00 Personalized Reading: Developing User-describing Profile for Slow Learner Children
Personalization is a good supplement for learning process. It has been claimed that personalization has a huge potential of providing solution to facilitate the learning path based on children ability and preferences. Diverse research on personalized learning for children have been conducted which, are commonly concerns on the development and implementation of personalized learning products and services. However these researches have little emphasized in exploring slow learner personalized learning process particularly on their reading ability. With that, this paper is aim to highlight two key important components of personalization for slow learner children which are construction of user profile and scenario. These two components cover user information and personalized reading process required for the slow learner children. The scope of this study is on personalization of reading for slow learner children. There were 13 slow learner children with reading difficulties from primary school participated in this study. The key findings from this study are the construction of user profile and scenario that represent the personalization for reading. These user profile and scenario construction then provide guidelines for the development of personalized interface design for slow learner reading application.
9:15 The Development of Student Worksheet Using Guided Inquiry Learning Model to Train Science Process Skills
The current student worksheet does not meet the quality of a good student worksheet, and students' science process skills (SPS) are still low. Therefore, this study aims to describe the feasibility of student worksheet using guided inquiry learning model, viewed from of the validity, practicality, effectiveness, and achievement of students' SPS. This research employed a research and development using ADDIE design. The tryout subjects of this research were 27 students of grade VIIIA SMP Negeri 3 Belawang. The instruments of this research were student worksheet validation sheet, questionnaire, learning result test, and SPS observation sheet. The result of the analysis shows that the student worksheet has a valid category, a very practical category, moderate effectiveness category, and a very good students' SPS. It is concluded that the developed student worksheet using guided inquiry learning model to train SPS is feasible for learning process in school junior high school on the topics of light.
9:30 Informal Learning Spaces for Undergraduate Business School: A Bangkok Private University Case Study
Informal learning spaces (ILS) have been used by students for solo and group learning activities, within and outside library spaces. Many academic disciplines provide learning spaces besides classrooms, such as labs and studios, where students attending related disciplines can use these learning spaces as formal and informal learning spaces (ILS). However, for business school, such types of learning spaces are normally not available. Moreover, most courses of business studies assign team projects that require group discussion types of meetings, which are difficult to conduct in a library environment. This research used a Bangkok private university as a case study to explore the behaviours and perspectives of students who attended business programs, concerning how students used ILS, on and off campus facilities, for learning activities. Research approach applied quantitative analysis through questionnaire surveys and small group interviews, during March, 2018. The results showed that students used Home/Dorm more towards solo studies than group activities. Students applied virtual spaces to extend the functions of Home/Dorm for group activities. The usage of Café and coworking spaces were more towards group activities. These results showed that besides available of virtual spaces, there were still needs for face-to-face meetings.
9:45 Readiness in Implementing Teacher's Training Programme Based on Industrial Revolution 4.0 an Evidence from Malaysian Public Universities
Recently, Industrial Revolution 4.0 has been receiving massive intention all around the world. The effect of this revolution has bring changes in industrial field as well as higher education. Various proposition has been made towards transforming educational setting parallel with the elements of industrial revolution 4.0. However, there has been different reactions from educators regarding this transformation. Hence, this study aims to identify the readiness of educators to implement the elements of industrial revolution 4.0 in Teacher Training Programs in Malaysia. The respondents involved in this study consists of 61 lecturers from 14 public universities in Malaysia. Logit value analysis using Rasch Measurement Analysis founds that the level of respondents' readiness towards the implementation is at moderate level (logit=0.156). Specifically, respondents are more ready to implement the constructs related to the teaching method compare to the constructs related to the implementation method. The findings of this study illustrates that lecturers' readiness is still at moderate level. Thus, there should be an increase in the effort to apply the industrial revolution 4.0 in higher education to increase the quality of our future teachers.

Parallel Session 1

Pendeta Room II
Chair: Shaharuddin Md Salleh Md Salleh
S1c.1 9:00 Online Interaction in Social Learning Environment Towards Critical Thinking Skill: A Framework
Interaction is one of the crucial processes in online learning, which is a process derived from a common encouragement among people action that they able to utilize, store, share and construct knowledge. It is believed that the interaction among students is able to train the students to involve in active learning and enhance critical thinking skill. Recently, critical thinking is recognized as one of the 21st-century skills that students must have to do well in the community. The engagement of the students in a learning environment that supports higher-order thinking activity is the most effective approach to guide the students in developing critical thinking skills. Nevertheless, without the assistance of technology, it may be nearly impossible to ensure that all students have access to learning environments that support and develop these skills. The way students study, interact and think has been shifted due to the increasing use of technologies in learning institutions, particularly during online learning. The online platform is better when there are students interact with each other in form of social learning. Nonetheless, limited research is available on how online interaction in the social learning environment can promote students' critical thinking skill. This study utilized a theory-building method to design the framework. The purpose of the framework of this study is to assist other practitioners and researchers in applying the elements of online interaction in a social learning environment to foster students' critical thinking skill.
S1c.2 9:15 UAI Case: An uCASE-CL Model Implementation
The new models of teaching and learning have their focus on technology, especially on issues related to ubiquity. The impact of ICT in education generates new learning opportunities: the mobile or ubiquitous, which open new doors to technological environments that allow students to learn at any time and place, providing, in addition, tools that give the possibility to perform collaborative work and learning. The integration of a ubiquitous virtual teaching and learning environment with collaborative work forms the uCSCL (Ubiquitous Computer Supported Collaborative Learning) model. What has been mentioned before allowed us to understand the importance of making a specification of this model that provides the possibility of using a tool for professional use in the Software Engineering (SE) during the teaching and learning processes, including the specific activities of evaluation and monitoring of works. These tools, called CASE (Computer-Aided Software Engineering), must be an active part of the uCSCL model. This integration, forms the model proposed in our work, called uCASE-CL, which is formed by four dimensions: the psychology of social interactions, the pedagogy of teaching, computing and communications. These dimensions are integrated with the aim of assisting the proposed process for SE in order of teaching and learning with the active participation of a tutor or teacher and with features that allow promoting discussion and collaborative learning to build knowledge. A prototype of the implementation of the uCASE-CL model was developed, which we have called UAI Case. This solution is a proposal to cover the need to have tools that can be used in the teaching of the SI, and that allow the student to acquire and strengthen the academic content developed during different courses of the Computer Systems Engineering career, in the Interamerican Open University.
S1c.3 9:30 Students' Perception Towards the Use of Frog VLE Based on Rogers' Diffusion of Innovation Theory
In the Malaysia Education Blueprint or PPPM 2013-2025, Frog VLE Application is a new application introduced by the Ministry of Education Malaysia (KPM) as a new approach of education in all schools. Therefore, a study is conducted to identify whether there is a significant correlation between the advantages, compatibility, complexity and observation of Roger's Diffusion of Innovation theory with the perceived of usefulness of Frog VLE and the perceived of ease of use of Frog VLE based on TAM Model in teaching and learning is a necessity. Respondents were comprised of 30 Form 5 Science students and 30 Form 5 Arts students from a secondary school in Tangkak District. The research instrument used was a questionnaire consisting of 24 questions related to the relationship between DOI Roger theory and TAM model on the application of Frog VLE. The data were analysed quantitatively using the Statistical Package for the Social Sciences (SPSS Version 20.0) which involved the use of descriptive, and Pearson's correlation methods. The findings showed that the significant correlation between DOI Roger theory and TAM model on the application of Frog VLE application was at moderate level.
S1c.4 9:45 Integrating Animation in Chinese Character Writing Based on Cognitive Theory of Multimedia Learning to Promote Students' Writing Skills
The complexity of Chinese character caused students facing learning difficulty in mastering the Chinese character writing skills. From recent researches, students fail to mastery in writing proper Chinese character causing the inefficiencies in learning Chinese character writing. This study aimed to investigate the effect and students' perception on implementation of animation in teaching and learning of Chinese character writing based on Cognitive Theory of Multimedia Learning (AniCC Online Learning) via Frog VLE platform. Meanwhile, the relationship of implementation of AniCC Online Learning and pupil's writing performance were also studied to have further insights into the Chinese character teaching and learning situation. Therefore, Pre-experimental one group pre-test and post-test design was adopted in this study. Thirty three Year 1 students were selected as the respondents in this research which involved 4 types of instruments. There was a significant different (p = 0.013) between the scores of pre-test and post-test for students' writing performance after performing paired samples t-test. The study also showed an increase in the means scores of students' writing skills from 2.02 to 2.09 and an increase in the percentage of students' writing skills ranking at rank 4 or above although no significant different (p = 0.180) was observed between the pre writing assessment and post writing assessment after Wilcoxon Test was performed. The students overall showed high acceptance towards integration of AniCC Online Learning with overall mean score 0.90 (maximum = 1). However, no significant relationship (p = 0.994) could be observed between the writing performance among the students and the perception towards integration of AniCC Online Learning in the Year 1 Chinese Language classroom. In sum, the design of AniCC Online Learning via Frog VLE platform is able to improve writing performance as well as to help students in their writing skills.

Parallel Session 1

Pendeta Room III
Chair: Mohd Nihra Haruzuan Bin Mohamad Said
9:00 Teaching Fundamental Programming Using Augmented Reality
To learn a programming language, the students have to understand the logical flow of the commands as well as the syntax. The logical flow might be more difficult to understand when compared with a syntax which can detect easily. The primary flow of commands or the control structures includes the sequence, condition or selection, and iteration. The students construct the program flowchart by using these control structure. They also have to understand the result of each command execution, step by step. In this research, we propose the technique for developing the learning tool (AR flowchart) to simulate the result of the commands in program flowchart by using augmented reality (AR), so the learners can visualize the result. With this tool, the students can construct program flowchart as a series of commands by using AR markers. The result of the execution of these commands can be displayed so the students can see whether the logic of the program is correct or not. The design of this tool aims at increasing the student engagement and helping them to understand program logic better. The evaluation of the concept results by the group of the university students supports our propose.
9:15 The Use of E-Resources and Innovative Technology in Transforming Traditional Teaching in Chemistry and Its Impact on Learning Chemistry
Chemistry is often perceived as being a dry and boring science subject, probably because of traditional teaching method, static textbook, lack of interactivity and difficulty in visualization of the abstract chemical concepts. E-learning resources (e-resources) and the utilization of technology have become one of the major trends in education, replacing the conventional textbook and traditional talk and chalk teaching method. A study was undertaken to assess students' perceptions of the impact of the e-resources and technology on various aspects of their learning. Data were collected through a questionnaire involving 28 undergraduates, who were taking first-year Chemistry course in Taylor's University, Malaysia. A Moodle e-Learning platform was made available to the students, where the students can assess e-resources anytime and anywhere. Innovative technologies such as mobile clicker, simulation and augmented reality (AR) were integrated into classroom instruction. Most of the students found the e-resources provided useful and well prepared them for the assessments in the course. Their understanding and ability to answer questions had improved. They were motivated to study the subject because it was more interactive and engaging. Overall findings showed that these e-resources and innovative technologies gave positive impact on students learning in chemistry.
9:30 Video Tutorial Screencast and Sketchup Make (VTS-SUM) for Low Achievers in Learning 3D Geometry
Students' weaknesses in learning 3-Dimensional (3D) geometry are mostly associated with their low level of geometric thinking. Although a 3D software has been proposed as a manipulative learning tool, they had difficulties using it. Therefore, a suitable learning strategy should be designed to overcome the problems. The purpose of the study was to assess a learning strategy, known as Video Tutorial Screencast SketchUp Make (VTS-SUM), which integrates screencast techniques with a 3D software. VTS-SUM is a know-how video that assists students to visualize steps in drawing the orthogonal projections for 3D objects. A total of 180 students from a secondary school were involved in the study, conducted using a quantitative approach, where, a van Hiele Geometric Thinking (vHGT) test was employed to find out the level of students' geometric thinking. The findings obtained showed that, the majority of the students were at the lowest level (Level L1). As for usability test, a total of 30 students were selected from among those below this level. They were given some time to watch the video and perform hands-on activities using the software. A seven-point Likert scale questionnaire, comprising four constructs, namely, usefulness, ease of use, ease of learning and satisfaction, was used to measure the students' perceptions towards the usability test. The results obtained indicated that, the students had positive perceptions towards the usage of VTS-SUM in their learning, thus accentuating its good potentials to enhance learning in Mathematics.
9:45 Effective CBT Learning Environment Towards Career Competencies Amongst Vocational Students
The gaps between vocational students' skill competencies and the skills demanded by the industries bring major impacts towards the unemployment rate of vocational graduates. However, the mismatch of the competencies between the students and the industrial needs could not be solved through conventional learning methods. Ironically, the career competencies of these students seem to be best developed through the competency-based training (CBT) learning environment. Content analysis was carried out to deliberate the factors that lead to an effective CBT learning environment for students in the technical field. Among the factors are the source of learning, evaluation, clear objectives, the burden of tasks, good teaching and learning community. Then, the career competencies of vocational students which comprise of personal, technical, networking, self-profile, career exploration, and career control are reviewed, in relations to the factors of the effective CBT learning environment. Finally, suggestion for future research are discussed.

Parallel Session 1

Pendeta Room IV
Chair: Hasnah Mohamed
9:00 Students' Social Presence in Learning-Based Interaction via Web 2.0 Tool
Research in education confirmed that students engage in learning when they feel connected with others and when they play an active role in their learning process. Therefore; social presence (SP) considered as an important component of effective learning either in face-face or in online learning environment. Therefore, this study was intended to investigate students' perception about their SP when using Web 2.0 tool for course-related discussion and the difference in their perception based on gender and number of the semesters of the study. The participants of this study were 71 postgraduate students in one of Malaysian public universities. The quantitative methods of data collection and data analysis were used in this study. Therefore, the researcher employed survey method using Online Social Presence Questionnaire (OSPQ) to collect the required data. The data were analyzed using SPSS software to find mean, standard deviation of students' perception of their social presence while using Web 2.0 tool for course-related interaction. . Independent sample t-test was used to find the difference in students perception based on their gender. Moreover, One-Way ANOVA was used to find the difference in students' SP perception based on their semester of the study. The findings of this study showed that students expressed high perception about their social presence on Web 2.0 tool. However, male students perceived higher social presence on Web 2.0 tool than their counterpart female students. In contrast, number of the semester of the study did not trigger any difference on students' perception about SP.
9:15 Research on Social Media for Teaching and Learning Within Higher Education Institution: A Bibliometric Analysis of the Literature (2008-2018)
Research on the topic of social media for teaching and learning in the higher education have received much attention from academia and practitioners. Social media technology was acknowledged not only as an important communication tool between faculty members and students but also shows great potential as the next social learning platform that better serves the teaching, learning and administration of a higher education institute. Its informal setting allows more flexibility for both students and faculty members to teach and learn anywhere and everywhere. Despite its important, little is known about how this research topic is evolving within the literature. Hence, using a bibliometric analysis technique this study examines the trends, topics, and challenges addressed by previous research for the past ten years (2008-2018). The paper ends by discussing future research directions related to this topic.
9:30 Vocabulary Learning Through Mobile Apps: A Phenomenological Inquiry of Student Acceptance and Desired Apps Features
Vocabulary plays a great role in language learning as learners would face difficulties in language learning if they have insufficient vocabulary knowledge. The advent of new technologies has encouraged the development of mobile assisted language learning (MALL) and the increase in mobile apps for vocabulary learning. Nonetheless, it would seem that there is a dearth in research on the use of mobile apps for vocabulary learning especially in our local contexts. Capitalising on the strength of phenomenological inquiry and a model for technology acceptance, this study investigated several existing mobile apps for language learning. In particular, it looked into students' acceptance and the features of mobile apps conducive for vocabulary learning. This study employed in-depth interviews and surveys as instruments. Using purposive sampling technique, thirty-three students were selected as participants to experience using mobile apps to learn vocabulary on self-directed basis for a specified duration. At the end of the trial stage, all participants responded to the surveys, and three were interviewed. The accounts given by participants indicated positive acceptance and several desired features. Interestingly, this study also revealed several challenges in learning vocabulary through mobile apps which should be the concern of both apps developers and language teachers.
9:45 Fostering Authentic Learning Motivations Through Gamification: A Self-Determination Theory (SDT) Approach
Gamification is defined as the use of game design elements in non-game contexts. Gamification uses game elements like achievements, progression, levels and rewards to encourage user participation and enhance user experience in non-game environments. It has been enthusiastically employed in various fields like web-based businesses, health and wellness, education and social networks. Gamification has been most widely researched in the field of education and the interest remains strong. While many of the pioneer studies revealed positive effects of gamification for learning, more inconclusive and even negative effects have been reported in subsequent research. It is also uncertain whether the positive outcomes are sustainable and not limited to just novelty effects. Studies in this field continue to mature and the thrust is to move beyond the preliminary and often vague question of "Does gamification work?" to more specific inquiries like "Why does gamification work?", "What is gamification's effect?" or "How to make gamification work?". Earlier studies tested the efficacy of gamification in various academic disciplines, using different combinations of game elements and for different learning activities. The synthesizability of the knowledge gained is difficult as many of the gamification approaches were ad hoc and not grounded in established psychological, behavioral or learning theories. This paper presents a gamification framework that is based on the well-established motivational theory, the Self-Determination Theory (SDT). The SDT addresses motivation through the dichotomy of intrinsic and extrinsic motivation. In order to foster authentic learning motivations, gamification should be designed to affect intrinsic motivation for the learning activity itself. The proposed gamification approach in this article distinguishes itself from other gamification systems that tend to engage learners with ongoing cycles of game elements without nurturing a sustainable interest for the learning activity at hand. This paper outlines how this can be achieved by strategically employing game dynamics and elements to meet the psychological needs that support intrinsic motivation. The chosen game dynamics and elements can be deployed using features that are commonly available in online learning management systems. A framework that is based on established motivational theory will contribute to a knowledge structure for gamification that can be built upon, with principles that may be applied to a broader context of learning.

Tuesday, July 24, 16:00 - 17:00

Parallel Session 2

Pendeta Room I
Chair: Muhammad Abd Hadi Bunyamin
4:00 Critical Thinking from STEM Education and Al-Quran Perspectives
There is growing interest among educators and professionals in developing educational platforms in order to prepare students critical thinking skill in solving current problems. The integration between STEM Education (Science, Technology, Engineering, Mathematics) which focusing on divergence skill and The Al-Quran which emphasizes the appreciation of the servant to the greatness of Allah the Almighty, has the ability to position our country for global competitiveness as well as not to marginalize the glory of Allah through the appreciation of Al-Quran. The introduction of STEM education which is increasingly gaining attention in Malaysian education field should not only cultivate problem solving skills but also critical thinking skills in solving the problem in order to maintain student's interest. Critical thinking in solving the problem are the skills that need to develop in order for student to be able to face the world outside their classroom. Therefore, this paper tries to synthesize critical thinking in western perspective through STEM education,critical thinking in Al-Quran perspectives and rationalize the link between critical thinking from Al-Quran and western perspectives in preparing the student with the most significant 21st century skills.
4:15 Impact of Integrated STEM Smart Communities Program on Students Scientific Creativity
Scientific creativity is such a complex skill and is often ignored by teachers during teaching activities. The purpose of this study was to identify students' changes of scientific creativity in an integrated STEM of Smart Communities programme. The programme exposed students with integrated STEM education through project-based learning involving the application of engineering design process. The elements of scientific creativity are divided into three aspects which are scientific processes, inquiry skills, and creative thinking. The study was conducted experimentally on two groups of students, ie the control group that did not receive the STEM of Smart Communities modules and the treatment group ie students who had received the modules. This study was conducted in six schools, with three schools with an intervention and three schools without any intervention. Data were collected through a questionnaire given to 330 students. The findings showed a significant difference and have a positive impact on the element of scientific processes, inquiry skills and creative thinking among students with interventions rather than students without intervention.
4:30 Engaging Students in Using 3D Printing Technology to Enhance Cognitive Structure and Thought Processes Relevant to Engineering Design
We investigated the thought processes and cognitive structures of senior high-school students and first-year engineering college students with respect to 3D printing-based robotic insect design. First, we conducted a teaching experiment, followed by in-depth interviews, flow-maps, and meta-listening activities, to assess the students' thought processes and cognitive structures with respect to engineering design. This paper presents and discusses the results of this study and the findings can serve as a reference for the future design, development, and implementation of related curricula.
4:45 Metacognitive Skills of First Year Undergraduates Through Mathematical Problem Posing Strategies
In facing the future, analytic and creative knowledge-based power in the frontier higher educational systems is acknowledged. In this respect, over two decades, the educational researchers have specified the effectiveness of problem posing tasks on fostering creative thinking components including fluency, flexibility, and originality in students. Problem posing is defined as the generation of new problems or reformulation of a given problem. However, it remained difficult to determine the effective problem-posing strategies with focus on posers' metacognitive skills to facilitate the problem posing oriented teaching approach in tertiary level. Accordingly, the present exploratory study is performed to explore undergraduates' metacognitive skills through problem posing strategies. The study employed purposive convenience sampling to select twenty four of first year undergraduates of four Iranian universities. Research instruments included problem-posing tasks organized through reconstructing the textbook integral problems based on structured and semi-structured problem posing situations. The constant comparative analysis of interview transcripts demonstrated students' metacognitive skills through problem posing strategies including understanding of problem posing tasks, planning of transformation, constructing new problems, executing, and verifying. They also used 'self-evaluation' approach in moving forward or backward among the five problems posing strategies to achieve results. It was demonstrated that undergraduates more employed the problem posing tasks understanding, and transformation planning strategies. Meanwhile, the metacognitive questions/prompts assisted in formulating and verifying the problem posing tasks. This was addressed by proposing a problem-posing framework that integrates metacognitive skills in problem posing strategies to offer educationists the steps to design effective problem posing strategies to improve undergraduates' mathematical problem posing performances.

Parallel Session 2

Pendeta Room II
Chair: Norah Md Noor
4:00 Study of the Hand Anatomy Using Real Hand and Augmented Reality
Anatomy is considered one of the foundation studies for all of the health science students especially medical and nursing students. Anatomy of the hand is complicated. It composes of bones, nerves, blood veins, muscles, and tendon. Memorizing all the details about all those parts is tedious work. To understand the anatomy of the hand using textbooks, video or even digital models need much imagination. With the advances in computer graphics and human-computer interaction techniques, understanding how those body parts move is easy to understand in a visual presentation. Using proper detecting devices to detect this parts of the body along with augmented reality technology, visualize the anatomy of the human hand and how they behave in real time can be understood and remember without long hours of memorization. Augmented Reality (AR) is the technique that allowed the computer-generated objects to overlaid on top of the real world. In our experiment, we will concentrate on studying the bones only. We have selected the Leap Motion, which is the device that can detect the hands and fingers, as a tracking device, and marker-based AR technique for displaying the computer generated bones on top of the real hand. Since the Leap Motion detects the hands and displays the bone in real time, so when a user moves the hands such as waving, all the 3D virtual bones move to the new position just like the real hand. Besides using this tool as the educational tool to help the students have better learning about anatomy, it can also use as an assessment tool for anatomy class as well. Results from testing this tool with volunteer students indicate that it helps them to understand the hand anatomy better and faster than traditional ways.
4:15 Model Detecting Learning Styles with Artificial Neural Network
Currently the detection of learning styles from the external aspect has not produced optimal results. This research tries to solve the problem by using an internal approach. The internal approach is one that derives from the personality of the learner. One of the personality traits that each learner possesses is prior knowledge. This research starts with the prior knowledge generation process using the Latent Semantic Indexing (LSI) method. LSI is a technique using Singular Value Decomposition (SVD) to find meaning in a sentence. LSI works to generate the prior knowledge of each learner. After the prior knowledge is raised, then one can predict learning style using the artificial neural network (ANN) method. The results of this study are more accurate than the results of detection conducted with an external approach.
4:30 Improving Students' Learning Outcomes Through E-Service Learning Based on Authentic Learning Strategy
Student Learning Outcomes are statements that determine what the students know, can do or can demonstrate when they have completed or participated in a course. In order to achieve optimum student learning outcomes in a course at Higher Education Institutions, assessments should be conducted in a meaningful and authentic learning environment, such as service learning. However, for courses involving students from various faculties and across-discipline, they need a technology as a medium for better cooperations in the process of teaching and learning. Therefore, the purpose of this study was to examine the effects of online platform use in the service-learning programme, based on an authentic learning strategy towards Students' Learning Outcome (SLO). A quantitative research design was used to conduct this research, involving 30 undergraduate students from different faculties who enrolled in one of the co-curriculum courses. The data analysis involved a pre-post-test in learning activities score. An analysis of Student Learning Outcomes (CLO1, CLO2, and CLO3) through a series of service learning activities in an online platform, based on authentic learning, showed an increment in the students' scores. Thus, this study concluded that integrating e-Service Learning in an authentic environment provides a further enhancement of Student Learning Outcomes.
4:45 A Meta-Analysis on Challenges in Integrating Innovation for Teacher Development
Innovation is an important shift, aspiration, desire and general request for excellence in education. Innovation offers new ways to approach some aspects of teaching and learning for teachers and the prospect of improved outcomes of learners in that specific context. However, there are many obstacles and challenges in integrating innovation in school. It is commonly known that teachers are the gatekeepers to top‐down educational reform or teaching innovation. It is important to discern and understand how innovation can be generated and disseminated among teachers and how this process can be implemented. This study will provide an overview of the challenges faced by the teachers and school administrators in integrating innovation for teacher's development. Selected research papers, published from 2012 to 2017, were downloaded from SpringerLink, Science Direct, Google Scholar, Taylor & Francis Online, SAGE, JSTOR, Web of Science and Emerald. The results of this meta-analysis revealed that the teachers have the desire to innovate, use technology and improve their practices especially in learning and facilitating process related to 21st century learning. However, they're faced with insecurity brought about by the implementation of new processes, either because they have no training or the lack of knowledge and belief. Findings from this review showed that the teacher's attitude and teacher's readiness are the main challenges to initiate, develop and integrate innovation in schools. It is also beneficial to school administrators and educators to cater and understand the teachers' concern and perception, both before and during the implementation phase of an innovation.

Parallel Session 2

Pendeta Room III
Chair: Noor Dayana Abd Halim
4:00 Knowledge Discovery of Game Elements from Literature Review of Gamification
Gamification is an emerging paradigm which aims to use game elements and techniques to solve the problem in non-game context. Gamification offers the motivation approach to motivate the player to handle the challenge tasks with game mechanics, game dynamics, and components. Nowadays, an open research problem is discovering the set of game elements that consistently result in a more probability of success for a given task or application. The objective of this paper is to review the literature by quantifying game elements with the review methodology and evaluate the model with multi-label classification with the dataset from the literature reviewed. The reviewed literature was first coded author-centrally. After each paper was scrutinized for the analysis, the perspective was pivoted, and further analyses were conducted concept-centrally. In this study, the authors have evidenced the broad interpretation of game elements, including a different terminology to define the way in which gamification is developed. Using a gamification design framework as the reference, the authors propose the use of game elements as aseptic but concrete terminology or technique when the authors need to remark the proved effectiveness of game elements. A systematic review has been conducted that proves the wide variety of game elements, being retrieved a total of fifteen terms of game elements from twenty-two selected papers that were screened from a total of eighty-two documents. Only a few terms are used: points, feedback, levels, leaderboards, challenges, badges, avatars, competition, and cooperation. However, only some can be considered actual elements mechanics and that have not a similar abstraction level. Additionally, the authors examined the relationship between game elements and STD: Competence, Autonomy, and Relatedness with a Data mining technique, Multi-label classification to discovery knowledge of game elements. The results indicated that rFerns algorithm provides the lowest Hamming Loss with 4.166667%. Furthermore, It shows that Multi-label Rain Forest (rfsrc) in Algorithm adaptation method and Rain Forest (RF) in Problem transformation method provide the same Hamming Loss with 29.166670%. Moreover, rFerns algorithm provides the highest accuracy with 87.5% for Competence, and 100% for Autonomy and Relatedness. Furthermore, It shows that Multi-label Rain Forest (rfsrc) in Algorithm adaptation method and Rain Forest (RF) in Problem transformation method provide the same Accuracy with 87.5% for Competence, and 62.5% for Autonomy and Relatedness. The results from this study will be used to design a gamified system in healthcare context to promote physical activity.
4:15 Serious Game Attributes for Construction Hazard Identification Framework
In recent years gaming products have increasingly been used to enhance learning and training development in academic and commercial sectors. Games have become more pervasive which they have been adopted for use in many industries and sectors such as defense, medicine, architecture, education, city planning and government; as tools for workers development. Gaming is an approach that applies technology to provide an almost real experience with interactive field training. It is an approach that support the theory of learning by doing with real case scenario. The purpose of this paper is to determine serious game attributes to support effective training using serious game approach. Through systematic literature review on eleven selected articles, nineteen game attributes were identified. Aiming at designing a serious game framework for hazard identification training module, these game attributes need to be categorised according to the educational perspectives. The target is to deliver effective and active training module to construction-related workers. Hence, based on the definition and description from the articles, text analyses were conducted to determine categories of attributes based on educational theories perspectives. This study adopted the deductive contents analysis approach which 14 relevant research articles between 1994 and 2016 were identified from the Web of Science and SCOPUS database. After analysing the content of the texts, twelve attributes were identified within four learning theories. It appears that serious game attributes according to the educational perspectives are being practiced using various ideas, term and concepts. Hence, the findings can be justified that serious game attributes are important to enhance the effectiveness of training module. All these attributes will become part of serious game framework for hazard identification training modules.
4:30 Understanding the Level of Self-Directed Learning and Decision Making Style of Construction-Related Workers
Current serious game framework still lack in fulfilling the users requirements. This is due to the framework elements which only focus on the process of delivery. Hence, this study was carried out to determine user's ability in self-directed learning and their styles in making decision. This study forms part of a larger research on framework for serious game framework for hazard identification training modules. A set of questionnaire consist of three sections which are demographic, decision-making styles and level of self-directed learning was designed. In decision-making styles 49 items are measured representing eight styles in decision making i.e. vigilant, dependent, avoidant, anxious, confident, spontaneous, brooding and intuitive. Meanwhile self-rating scale consist of 50 items were used to measure the level of self-directed learning i.e. awareness, learning strategies, learning activities, evaluation and interpersonal skills. Data was collected from 319 construction-related workers and analysed using mean comparison and ANOVA. Findings confirmed that their style of decision-making is inclined to 'vigilant' and 'brooding' types. The results revealed two levels of self-directed learning, namely, moderate level for supervisor and high level for general workers, skilled workers, consultants, management team and safety trainee. This level of self-directed learning is influenced by their level of education and working experiences. The findings also highlights that decision-making style has moderate relationship with the level of self-directed learning among construction-related workers. The study contributes to the understanding of the construction workers needs in enhancing their skills in becoming independent and lifelong learners.
4:45 The Role of Game Elements in Improving Jawi Skills Through Mobile Game 'G-Jawi'
The existence of a game-based mobile application in the field of education has largely helped students to be more interested and motivated to learn due to the presence of game elements in the apps which makes learning more interesting. The Jawi script is one of the subjects that is difficult to learn by younger generation since they do not apply the use of Jawi in their private lives. The inclusion of creative features such as game elements should attract students to explore the Jawi script. A pre- experimental one- group pre- test and post- test study was conducted in which a game-based mobile application for learning Jawi subject named G-Jawi was developed and tested among 20 primary school students in order to observe how the elements of the game in the mobile app impacted their Jawi spelling skills. The apps were also evaluated by 5 teachers and the findings shows that the game-based mobile application was able to improve the students' performance. This finding was supported by positive results amongst the students which revealed a mean value for the post- test was higher than the pre- test of 89.00. In conclusion, the mobile games app has successfully enhanced student's understanding of Jawi subjects compared to the traditional learning methods. Keywords— game- based mobile application, game elements, Jawi under-standing, and students' performance

Parallel Session 2

Pendeta Room IV
Chair: Mohd Rustam Mohd Rameli
4:00 The Effect of Using Flipped Teaching in Project Management Class for Undergraduate Students
Teaching Project Management module to undergraduate students is important and has been globally considered in multiple academic disciplines by many higher institutions. Students in undergraduate level encounter difficulty in understanding the topic of project management since there have no prior knowledge before the course. This paper aimed to determine the effectiveness of flipped teaching and active learning in Project Management module for undergraduate students in Civil Engineering. However, the paper discussed the effective practices in teaching and learning project management and their impacts into students' learning experience, and assessments development and marking. The Padlet and SurveyMonkey e-tools were used to collect students' feedback on the instructor practice; either by tagging comments or filling questionnaire. The results indicated that the use of multiple in-class activities and digital technology in a flipped classroom are important to enhance students' performance. It is also observed that the use of multiple assessments engaged students deeply with the course and provide deeper learning. Students' performance in summative assessments showed that there is a noticeable improve in student's scores in the current semester in contrast with previous semester where traditional teaching was practiced.
4:15 Implementation of Student Teams Achievement Divisions (STAD) Model and Group Investigations (GI) to Improve the Student Learning Outcome
The objective of the study was to analyze the difference of students' learning outcomes using Student Team-Achievement Division (STAD) and Group Investigation (GI). The location of research is Junior High School of Barambai 1, South Kalimantan Province. The research method is experimental research with purposive sampling technique based on the normality test and homogeneity test. The students of class VIII A is experimental class of Student Team Achievement Divisions (STAD) and VIII B students is experimental class of Group Investigation learning model GI). Data analysis is descriptively quantitative using "t" test. The result of the study showed that there was no significant difference between the learning result using Student Team-Achievement Division (STAD) and Group Investigation (GI) model, because the tcount was 0.338 while the ttable at the 0.05 significance level was 1.67 and the significant level was 0.01 2.39.
4:30 Effects of Cooperative Learning on Students' Higher Order Thinking Skills
This study examines the effect of cooperative learning on the development of students' higher order thinking in Economic subject. A quasi-experimental design, with pre-post of control and experimental group was used for this purposed. Sample consisted of 62 form four students from three secondary schools. In each school, students were than divided in experimental and control groups. Multiple cooperative learning activities were performed for 3 weeks (24 hours) with experimental group. For the same periods, conventional learning strategies were performed with control group. Afterwards post-test was administered on both groups in order to identify difference in the students acquisition of higher order thinking. Independent sample t-test was applied to find the difference between two groups before and after intervention. The results showed that there was significant difference in scores of control and experimental group in post-test. The results also showed that there was significant difference between scores of experimental group before and after intervention (p=.05). It can be concluded that cooperative learning activities had a positive effect on the acquisition of students' higher order thinking.
4:45 Management Aspects of Midnight Libraries: Cases of Thailand National Research Universities
The library hours of many top universities have been extended although the world is coming to paperless era. The library hours have been extended from normal office hours to midnight, and even to 24/7. This phenomenon is also true for all nine Thailand National Research Universities (NRU). In order to extend such overtime hours, libraries needs to concern about several management aspects. There are three aspects in managing extended library hours: (1) Staffs to provide services during extended hours, (2) Safety and security, and (3) Budget to run the extended hours. This research studied the opinions of the NRU to manage extended library hours. The research method is through quantitative survey approach. The surveys were conducted in October and November of 2016 to reflect the management of university libraries during the 2/2015 semester. All nine respondents will be analysed to reveal each of the management aspects. The findings will reveal (1) the characteristics of library staffs working during extended hours (types of employments and the number of staffs), (2) the measures for safety and security concerns, past experiences, and problems encountered, and (3) problems related to budget for managing extended library hours, at least to pay for extra staffs' hours and safety and security concerns. The findings will also provide views about advantages and problems in providing extended library hours of NRU. The research results can share practices and experiences of midnight libraries from the top universities in Thailand for other university libraries in national and worldwide.

Wednesday, July 25

Wednesday, July 25, 08:30 - 09:30

Parallel Session 3

Pendeta Room I
Chair: Jamalludin Harun
8:30 Students' Acceptance of Usage in Massive Open Online Course (MOOC) in Universiti Tun Hussein Onn Malaysia
The purpose of this study is to identify the students' acceptance of usage in MOOC at Universiti Tun Hussein Onn Malaysia (UTHM). They are four domains have to be study which is, perceived of usefulness (PU), perceived ease of use (EU), user satisfaction (US) and attribute of usability (AU) in MOOC applications. The sample selected consisted of 155 students of Faculty of Civil Engineering and Environment, Universiti Tun Hussein Onn Malaysia, which follows the course of Hydrology (BFC21201). This study employed the quantitative research design which includes the use of Likert-scale questionnaire. Data were analyzed using descriptive analysis. The results showed the mean value of four domains of the students' acceptance of usage MOOC application are moderate. Overall, mean value of the perceived ease of use (EU) MOOC applications is higher compared to the other domains. In general, the finding reveals positive respond towards the MOOC implementation among university students in higher education.
8:45 The Impact of Online Reciprocal Peer Tutoring on Students' Academic Performance
Students learn and teach each other is believed can optimized students' learning outcome. Today with the rapidly emergent online technology has provided the students opportunity to gain knowledge without relying solely on teachers. By implementing a peer learning such as reciprocal peer tutoring strategy incorporating with the popular and trendy online platform such as Facebook can be used to improve educational outcome. In this study, the reciprocal peer tutoring strategies have been implemented using Facebook as a platform for students to learn and discuss the subject matter. This study investigates the effectiveness of online reciprocal peer tutoring in improving students' academic performance. A pre-experimental (pre- and post-test) was conducted across 4 weeks, involving 29 undergraduate students. The result suggests that the online reciprocal peer tutoring environment was found to significantly influence the students' performance test. Thus, the online reciprocal peer tutoring can be promising in higher education.
9:00 Concept Cartoon in Problem-based Learning: A Systematic Literature Review Analysis
Concept cartoon teaching strategy have the potential to increase creativity and innovation as well as the students' interest in understanding concepts. It is considered as a method that encourages students to continue exploring the issues raised and seeking solutions. This concept cartoon lesson is very suitable to be applied in the field of Science, Technology, Engineering and Mathematics which is often regarded as an abstract and difficult field. Therefore, it is becoming a necessity to see how far the cartoon concept in learning has been implemented in schools. This systematic literature review analysis aims to focus on the similarities and differences such as the objective used, the methodology used and the findings of the study. The study article was selected through a database of various types of journals according to keywords. Keywords used in the search are Concept Cartoon AND comic AND Problem-based learning. The search has been limited between 2009 and 2017. A total of 9 studies have been selected to be analyzed based on the four steps in systematic literature review. The four steps included frame a question, run a search, read the abstract and tittle of individual papers and abstract information from selected set of final articles. The results of the systematic literature review analysis can be concluded on recent research and previous research that cartoon concept teaching strategy is very effective in enhancing creative thinking as well as cultivating students' interest in Science, Technology, Engineering and Mathematics.
9:15 Digital Storytelling as a Creative Teaching Method in Promoting Secondary School Students' Writing Skills
With the current needs of shaping 21st century classroom in schools, the use of technology has now become compulsory for teachers to incorporate in classroom. The exposure to technology is highly necessary for current generation to prepare them for the future ahead. Digital story telling is one of the tools available in the market for learning. There is no much research yet found in Malaysia that investigates the usefulness of the digital storytelling in promoting secondary school students' writing skills. Therefore, this research try to implement one digital story telling tools in teaching Writing for English Form 1 and try to identify the elements of digital storytelling tool that might be able to promote students' writing skills. This research involved fifteen Form 1 students. The data was collected through online questionnaire, observation checklist and pre-post-tests in a pre-experimental research study. The students' performance in pre-post tests were analysed using Wilcoxon Signed-Ranks Test and Spearman's Rank-Order Correlation Test. Finding shows that there is an improvement in student performance after four treatments of using the Digital Storytelling tools.

Parallel Session 3

Pendeta Room II
Chair: Norasykin Mohd Zaid
8:30 The Need Analysis of Inculcating Higher Order Thinking Skills (HOTS) in Design and Technology (RBT)
Design and Technology (RBT) subjects in the Primary School Standard Curriculum (KSSR) is introduced by the Ministry of Education to stimulate hence created a critical, creative and innovative human capital. Thinking skills is emphasized and prioritized in RBT's teaching and learning to develop the imagination and creativity of students in order to compete globally parallel with the evolution worldwide. As an implementer of the established curriculum, the success of this aspiration depends on the teachers' content knowledge and pedagogical skills. Therefore, the purpose of this study is to observe the level of contents knowledge and pedagogical skills in RBT among teachers in primary schools. Furthermore, the results will be implemented in developing a Thinking Skills Training Module that emphasized on higher-order thinking skills (HOTS) in RBT. A total of 320 RBT teachers in the primary school of the Central Zone were involved in this study. The findings show that the teachers content knowledge and pedagogical skills rated as moderate level.This situation shows that teachers' knowledge in RBT's content is still inadequate and they have not grasped the pedagogical skills to be integrated in higher-order thinking skills (HOTS) of teaching and learning the RBT subjects in primary schools.
8:45 Assessment of Outcome-Based Integrated Design Project
Outcome-Based Education (OBE) implementation is one of the qualifying requirements for engineering programme accreditation in Malaysia. Implementation of the OBE in Integrated Design Project (IDP) is essential in producing high quality engineering graduates that are able to meet the challenges especially in the era of Industry 4.0 in Malaysia. IDP is the course offered to the final semester students of undergraduate programme in Faculty of Civil Engineering, University Teknologi MARA. This paper presents the mapping of the addressing Course Outcomes (CO) and Programme Outcomes (PO) to the scopes of assessment in a capstone project (CP) for IDP. The explicitness in the measurement of CO and PO is demonstrated. The rubrics for the assessment of CP are also presented. Finally, evaluation of student performance in IDP particularly CP is discussed through a sample analysis of the CO and PO attainments.
9:00 The Evaluation of Higher Order Thinking Skills (Hots) Assessment Using Guided Inquiry Method on Students with Special Educational Needs
The competencies that have to be achieved by the students with special educational needs at the Special Needs Education Study Program, Faculty of Teacher Training and Education (FKIP) Lambung Mangkurat University Banjarmasin, Indonesia with the enactment of curriculum based on KKNI are to develop science and technology, skills, attitude, and behavior as professional education teachers. In achieving the aforementioned purpose, guided inquiry study method gives the opportunity to students with special educational needs to be actively involved in solving the problem. The aims of this research are (1) to understand about guided inquiry learning method, lecturers' needs for HOTS level assessment instrument (antecedent phase), (2) to analyze learning implementation and students' learning difficulties (transaction phase), and (3) to know the students' ability on HOTS level assessment (outcome phase). This research employed a descriptive method with Stake's evaluation model. It was conducted in the Special Needs Education Study Program of FKIP Lambung Mangkurat University Banjarmasin with the subjects of 38 students and 4 lecturers. Questionnaires are used as data collection. The results showed that (1) the lecturers have understood the guided inquiry method, but the learning implementation is still concentrated to the lecturers, (2) the students are passive in arranging assessment, and the lecturers have not fully used the case study model to reach HOTS level, and (3) the students' ability in completing assessment in high level (27%), moderate (42%), and low (31%). The conclusions drawn from this research are the lecturers have not been able to implement the real learning inquiry, required to review the questions together, and train the students to be active so that they are able to accomplish the assessment with HOTS level.
9:15 Development of Virtual Pulse Simulation for Pulse Diagnosis Studies
Pulse signals can be used to observe the early sign of patients' health problems. From medical researches, monitoring the characteristic of arterial pulse waveform shows some risk indicator of specific diseases, e.g., hypertension, cardiovascular and heart failure diseases. A simple way to get arterial pulse wave is by using fingers to touch the radial artery position on the wrist. In the traditional Chinese medicine, a physician can use the information of arterial pulse wave-form to identify diseases based on the physician's ability and experience. The improvement of the skill in pulse measurement can be improved by training using various kinds of pulses that represent each disease. This paper proposes a development of the virtual pulse simulation using Augmented Reality (AR) and haptic device for pulse diagnosis studies under various situations. The pulse simulation generates arterial pulse waveforms based on Sine and Gaussian functions. In this study, the mathematical model can generate the pulse wave like human pulse by setting up specific parameters. We can generate pulse waveform which representing different kinds and states of diseases by varying the mathematical model and parameters such as pulse rate or pulse pressure. The features of this work include how to generate force feedback from the mathematical models using the haptic device and how the virtual 3D can display visual feedback. The pulse simulation is useful for the health sciences students, especially the nursing students in training to identify some diseases. The evaluation of the system was carried out by first-year nursing students regarding usability, satisfaction, and performance.

Parallel Session 3

Pendeta Room III
Chair: Noor Azean Atan
8:30 Using Mobile Application Intercessions to Decrease Prenatal Mortality in Developing Countries: A Systematic Review
Mobile phones are increasingly used in health systems in developing countries and innovative technical solutions have great potential to overcome barriers of access to maternal health care. The objective of this study is to conduct a systematic review of the literature to ascertain what evidence exists for the effectiveness of mobile applications to decrease prenatal mortality through behavioral modification in developing countries. The review is important in examining and illuminating certain aspects of the usage of mobile applications to improve prenatal care in developing areas and would therefore open up immense possibilities for prenatal care applications to improve essential precautional maternal services and in turn possibly lower the mortality rate in developing countries. Database searches are conducted and an intensive screening process is performed before reviewing the full text of 34 articles and finally identifying the nine articles that met all the inclusion criteria. There are six steps in carrying out the systematic review namely 1) To what extent existing research has progressed towards clarifying problems of prenatal mortality is established, 2) Relations, contradictions, gaps, and inconsistencies in the literature are identified, 3) General statements or an overarching conceptualization is formulated, 4) Theory is comment on, evaluate, extend, or develop, 5) Implications for practice and policy are provided and 6) Directions for future research are described. The study found that most of the included studies utilized text message suggestions to impact persistent conduct change in patients and all were led in African nations. The review concluded that every one of the written reports appeared at any rate to show some proof of viability at changing conduct to decrease prenatal mortality. The policy infrastructure for funding, coordinating and guiding the sustainable adoption of precautional maternal services remains under-developed and that the integration of mobile health for prenatal health services has demonstrated positive outcomes.
8:45 Learning Management System: An Experience and Perception from Medical Imaging Lecturers and Scholars in a Private University
Learning Management Systems (LMS) is a virtual interactive medium that mod-ernize the classic classroom interaction in the higher education system. It allows instructors and students to share instructional materials, make class announce-ments, submit and return course assignments, and communicate with each other online. In KPJ Healthcare University College, Department of Medical Imaging under school of Health Sciences was the first unit that has used LMS actively since 2013. The aim of the study is to determine the perception of Medical Imag-ing lecturers and scholars on LMS implementation before this system is fully uti-lized by the university. Using a descriptive study, 200 participants were randomly selected to answer the questionnaire via Google form and 93% responded. Anal-ysis such as frequencies, percentage and statistical analysis were conducted. The results showed that most of the lecturers and scholars have a positive perception on the system implemented. Implication of the results and future improvement are also presented.
9:00 Retrieval Based Learning in Java Programming and Online Application
The production of a program requires learners to be skilled in basic concepts of programming, to master mathematical formulas, appropriate syntax usage, and in-depth knowledge in programming languages. Typically, in forming a program, students should be able to identify problems, generate algorithms, and convert algorithms into program code according to the syntax. Therefore, a java programming course requires a student to master cognitive thinking in which students can recover knowledge by using 'retrieval-based learning' as a basic recollection strategy in learning programming languages. The retrieval-based learning method refers to the following five wave: mnemonic, semantic, episodic context account, map concept and quiz. Through these five wave, students should be able to implement retrieval method such as produce their own practice questions, quizzes, scan cards, to rewrite learning, repainting of learning, and concept maps. Instructional materials should include formative (topical) assessment, emphasis on text and content requirements, use of open-ended questions (subjective), answers or feedback, repeating exercises, and student achievement estimation. The main contribution is to create a descriptive java programming lesson which includes the choice of difficult topics, learning activities, teaching and learning modules, and online learning. However, the initial purpose of this study is to determine the most difficult topics in java programming, the retrieval-based learning used by students, as well as online student learning modules among students in Diploma of Computer Science (Programming) in vocational colleges. The instrument used to collect the data is through online questionnaire and the findings were analysed using SPSS software by giving the percentage value for each element studied. The sample of the study was 110 students in Diploma of Computer Science (Programming) from four vocational colleges in Malaysia. The findings from the preliminary study conducted by the researcher are presented in detail in this paper. Keywords Retrieval- based learning, Java programming
9:15 Can a Translator Rely on Translation Machine in Translating Source Text into Target Text?
The main question that would be answered in this study was "Can a translator rely on Translating Machine (TM) in translating source language text (SLT) into target language text (TLT)". This question was then elaborated into the following questions: (a) How does TM translate abbreviations in the SLT into the TLT?, (b) How does TM translate proper name sin the SLT into the TLT?, and (c) How does TM translate cultural terms in the SLT into the TLT? The research method used in this study was descriptive qualitative. The source of data were 6 (six) Indonesian abstracts written by S2 students of different study programs at Lambung Mangkurat University: (1) Indonesian Language and Literture Education, (2) Management of Education, (3) Public Administration, (4) Science of Government, (5) Science of Law, and (6) Natural Resources and Environment Management as the SLT. The results show that a translator can partly rely on TM in translating SLT into TLT. However, if the SLT contains those language features, especially the ones that are not preceeded or followed by any hint or clue, (1) the meaning of abbreviations in TLT, (2) the meaning of proper names, and (3) the meaning of cultural terms may not be understood as they were meant by the writer.

Parallel Session 3

Pendeta Room IV
Chair: Marlina Ali
8:30 A Rasch Model Analysis on Junior High School Students' Scientific Reasoning Ability
Science education that emphasizes only the count is not relevant at the moment. Students must make scientific reasoning in answering the problem. This study aims to determine students' scientific reasoning abilities in the light matter. The instrument used is a description test consisting of 8 items of light matter. This test was conducted to 201 students from the eighth-grade junior high school in Banjarmasin selected at random. The RASCH model is used as a processing stage of data from raw data into logit numbers that provide information related to infit, outfit and unidimensionality using a winstep program To achieve this goal, this study investigates the quality of items from Item and person measure, Item Bias, item and person reliability, and variable map. The findings show that the scientific reasoning ability of the eighth-grade students can be at a low level. So researchers should strive to improve students' scientific reasoning abilities in future research.
8:45 Innovative Chemistry Learning Model: Improving the Pre-Service Chemistry Teachers' Critical Thinking Skill and Self-Efficacy of Pre-Service Chemistry Teachers
Pre-service chemistry teachers should have the 21st century competence such as critical thinking skill. Unfortunately, the critical thinking skill dan self-efficacy level of Indonesian pre-service chemistry teachers is still low. Problem Based Learning (PBL) model and Inquiry model have been implemented widely to improve the critical thinking skills and self-efficacy of pre-service chemistry teachers; however, weaknesses were found such as the need to improve self-efficacy and investigation process based on science process skill. Therefore, innovation was created to develop Scientific Critical Thinking (SCT) Learning Model based on strengths and weaknesses of PBL model and Inquiry model. This innovation was also supported by theories and empirical study. This study serves as preliminary study in the process of SCT learning model development to improve the critical thinking skills and self-efficacy of pre-service chemistry teachers. This study covers need analysis, literature review, and field survey. Result shows that the innovation can stand as the basis of hypothetic SCT learning model development. SCT learning model syntax covers: student orientation, scientific activity, presentation of scientific activity result, critical thinking task completion; and evaluation. Hypothetic SCT learning model should be tested to fulfill the validity, practicality, and effectiveness aspects to improve the critical thinking skills and self-efficacy of pre-service chemistry teachers.
9:00 Developing of Physics Learning Material Based on Floating Market Local Wisdom
We researched the developing of physics learning material based on floating market local wisdom. The purpose of this research is produce worthy physics learning material based on: (1) the validity of the learning material, (2) the practicality of the learning material, (3) the effectiveness of the learning material, and (4) the achievement of kayuh baimbai characters. This research is research and development using 4D model. The instruments of this research were learning material validation sheet, questionnaire, and learning outcomes test and the sheet of character assessment. Subject trial on this research was 40 students of class XI IPA 1 SMA PGRI 6 Banjarmasin. The result of the research showed that: (1) the validity category of learning material was valid enough, (2) the practicality category was very practical, (3) the effectiveness category of learning material was very effective, and (4) the achievement category of kayuh baimbai character was good. Based on the results of the research physics learning material is worthy to use in learning process.
9:15 Game Based Learning of Stack Data Structure to Simplify Understanding
Data structure and algorithm is an important course in computer science and information technology programs, applied in almost all courses. Failure to master it will affect student's academic performance during study, getting job interviews, passing job interviews, and create an inefficient information technology employee. Unfortunately, understanding the course is a worldwide problem because of its complicated concept, abstract mathematics, and complex dynamic changes. Consequently, teaching and learning are both challenging. Researchers implemented several solutions to facilitate teaching and learning such as using testers and visualizers, graphics-based approach, active learning approach, and active teaching tools. Static, dynamic, and interactive visualization failed to engage learners continuously, frequently, and actively. Since 2010, the use of game-based learning (GBL) to simplify the course's understanding has flourished, due to advancement in technology and the digital native's familiarity with digital games. However, designing a data structure GBL is difficult since the algorithm of the data structure has to be incorporated in the gameplay. Thus objective of the research is to design and develop a stack data structure GBL to facilitate the comprehension of array and linked-list implementation of the insert and delete operations using Last In First Out principle based on existing GBL model and data structure game design guidelines. Instructional content is embedded in general game design elements, game appearance design, and game mechanics design. Players have to respond (behaviour) to a series of question. Remaining Lives, Player Score, and Timer are displayed at all times (system feedback) during game. Based on feedback, player make judgements on how to proceed with game. In outcome phase, it is hoped that player achieve learning outcomes of game.

Wednesday, July 25, 11:00 - 12:00

Parallel Session 4

Pendeta Room II
Chair: Jamilah Ahmad
11:00 Empowering Teachers in the Socialization of the Anti-Sexual Violence Behavior in Primary Schools
Teachers, especially elementary school teachers, have a central role for the students because they do not merely teach academic subjects, instead, they must also be able to instill moral values, behavior, and other life values. Any teachings and examples given by teachers, gives deep impressions for the students, including knowledge and values related to sexuality issues. Therefore, teachers should become a good mediator for the students in under-standing the basic sexual values, as well as skills against sexual abuses. Facts showed that many cases of sexual harassment and violence occurred to elementary school students, yet they did not have the knowledge, courage, and skills to withstand against the people who harmed them. A multimedia-based teaching media, animation, and user friendly digital books were developed to empower the teachers. The other aim to be achieved was the formation of communication and parent-student-teacher partnership. Hence, they were integrated in achieving one purpose which was protecting children from sexual violence. The method used was discussion forums, in where the teachers were divided into small groups, in order to achieve the goal which was the empowerment action among elementary school teachers in socializing of anti sexual violence behavior. All teachers involved were the principals and teachers of two elementary schools in Salatiga, Central Java, Indonesia. Moreover, those teachers were also given the opportunity to directly practice using the media provided to the children. The impact of this action program were the establishment of tranquility and comfort in the community's social life. The teachers were increasingly skilled and encouraged to have courage in socializing anti sexual violence to the students. The teacher-student-parent communication was able to assist them in making early identification and appropriate responses to sexual violence occurred to the elementary students.
11:15 Potency of Human Trafficking in South Kalimantan (a Qualitative Descriptive Study)
Human trafficking is a problem which keeps growing bigger. Meanwhile, the cases of the problem until recently revealed are just small parts of it. The analogy can be described like an iceberg, small at the surface, but very large indeed inside. The problem of human trafficking can be categorized as a social problem. This is because the occurrence does not stand alone, but there are factors that encourage the emergence of the problem, namely factors of poverty, employment, education, migration, family, social and cultural conditions and the lack of attention to the mass media. Based on the problem, the purpose of the research is to reveal the elements, the locations and the link between entertainment industry and potency that can encourage the emergence of human trafficking in South Kalimantan. To reveal them all, theoretical review as a tool to analyze is framework theories. Trafficking when linked to this concept is considered social deviation. The method used in this research is descriptive qualitative to enable researchers to freely detail and describe the events as well as explore the data. Thus, the potency of the emergence of human trafficking can be identified and described well. The results show that the most dominant factors driving the emergence of trafficking are economic factor and low education. In addition, potential locations of human trafficking are entertainment venues, hotels, beauty salons, localization, dimly lit stalls and Indonesian workers agencies. These locations are vulnerable areas and these sites can grow well in areas where an industry is also growing, especially coal mining industry. Keywords: Potency, Human Trafficking
11:30 Study of Development of Indigenous Knowledge-Based Learning Model for Basic Education in the City of Banjarmasin
The background of this research was the need for Social Studies based on local knowledge with indigenous knowledge. It was expected to foster social competence and problem-solving environment. This study was aimed to produce a model of inquiry in order to improve skills and social competence of students in learning Social Studies in elementary school. To achieve these objectives the research was conducted using the of research and development approach. Broadly speaking, the stages of the study include (1) reconnaissance to identify indigenous knowledge and learning conditions Social Studies is running, (2) development of a model based on the results of reconnaissance, (3) model validation. The development of the model was implemented with limited testing and extensive testing. Limited testing was performed on 1 (one) public primary school. Extensive testing was carried out in 2 (two) public primary schools. The selection of schools was based on the environmental characteristics of the rivers and swamps. The results of the testing showed the development of improved models of student learning outcomes and teacher performance. The validation study test was carried out through experiments comparing S teaching by integrating indigenous knowledge with the inquiry model of learning Social Studies as teacher employed. Validation results showed that the high ability and social competence of students differed significantly as it was compared with the pretest result (α ≤. 0001) as well as with the control group (α ≤. 0001). The findings of this study concluded that Social Studies learning by integrating indigenous knowledge using inquiry models was effectively to enhance students' skills and social competence, relevant to use in teaching Social Studies, effective way to improve teacher performance, so it can be concluded that the integration of indigenous knowledge in a model of inquiry learning with effective social studies used to improve the quality of processes and products social studies teaching in primary schools, especially in the city of Banjarmasin. The findings of this study have positive implications for the development of teaching Social Studies in elementary school. The practical implications of which need to be developed motivation of teachers to improve their performance in order to improve the quality of teaching Social Studies and socialization of learning by integrating indigenous knowledge using a model of inquiry as an alternative to improve the quality of teaching Social Studies and social competence of elementary school students.
11:45 Integration of Peer Instruction in Online Social Network Environment to Enhance Higher Order Thinking Skills
In online social network environment, participants are involved in the discussion that needs to show skills involving analysis, evaluation and synthesis (in creation of new knowledge). Participants are actually involve the process of learning of complex judgmental skills such as critical thinking and problem solving which is fall under higher order thinking skills (HOTS). Discussion between participants can be aggressive and sometimes can be linear which need motivation and support to sustain the discussion and retain in the scope. In this research, Facebook was used as a platform of social media for online learning. Input from individual communication and influence skill based on the online transcript were analysed quantitatively to identify the effectiveness of peer instruction in online social network to enhance HOTS.

Parallel Session 4

Pendeta Room III
Chair: Norazrena Abu Samah
11:00 Mathematical Problem Posing Framework of Undergraduates in Learning Basic Calculus
Problem posing is defined as the generation of new problems or reformulation of a given problem. Contemporary educational practice not only place a heavy emphasis on problem-solving but also on problem-posing. Problem-posing tasks in learning basic Calculus (Calculus-1) have yet remained unexplored at the tertiary level. This study investigates undergraduates' problem posing abilities regarding task organization, knowledge base and preferred strategies. In this exploratory research, one hundred and twenty-four first year engineering students of four Iranian universities were selected. The study employed purposive convenience sampling. Research instruments included problem-posing tasks organized through reconstructing the textbook integral problems based on structured and semi-structured problem posing situations. The thematic analysis of students' pen-paper data demonstrated two main categories of undergraduates' problem posing abilities were including "ability in performing cosmetic changing" and "ability in performing significant changing". Meanwhile, they were more competent to apply 'Modifying given' heuristics in terms of cosmetic changes in a structured situation, compared to significant changes i.e. 'What ..., if not?' heuristics in semi-structured situations. This means that participants were only able to follow the processes of original textbook problem in the imitation manner which indicated their weakness in representation basic theorems as a cognitive aid, and constructing a novel link between two existing mathematics concepts or with the real life situations by using precise mathematics language. These findings elaborates that the students' problem posing performances can be fostered by incorporating problem posing activities in teaching-learning materials.
11:15 Factors That Influence Poor Interest in Mathematics of Low Mathematics Achievers Among Form Four Students
Mathematics is often said to be difficult subject by many students and Malaysia's achievements in TIMSS and PISA have also not yet reached its target. One of the reasons for this phenomenon could be due to the poor interest of students in Mathematics. Therefore, this study aims to identify the factors that influence students poor interest in mathematics especially among low mathematics achieving students. This study used a qualitative approach through interview method. The researchers used semi-structured questions where interview protocols were adapted using the Three Dimensional Model of Attitude by Zan and Martino. This study involved 13 participants who are currently in Form 4 at a school in Masai, Johor. They achieved D, E and F in Mathematics Form 3 Examination (PT3). The data obtained from the one to one interviews were analyzed based on thematic analysis to identify the themes that represented students' interests in mathematics. Five themes emerged from the analysis which are Limited Understanding Of Mathematics Subject, Teacher Factors , Students' Own Attitudes, Influence Of Friends And Environment And Parent Factors. To conclude, not all students who are not interested in mathematics subjects do not want to change. They need support from parents, peers and surroundings and more importantly, substantial support from teachers. Therefore, the researchers hopes that the findings of this study can inform teachers and parents of the support the students need in order to increase their interest in mathematics.
11:30 Using Smart Board to Overcome Higher Order Thinking Skills Learning Difficulties in Data Handling Among Primary School Students
Data Handling at primary school involves gathering and recording information and then presenting it in a way that is meaningful to others. It is an integral part of children's mathematical understanding. Initial concepts of Data Handling need to be exposed to children in the early years since these skills will be used and built upon throughout their education. Due to its importance, Data Handling is included in the curriculum at primary level in Malaysia. However results of international assessments which focused on the use of higher order thinking skills showed that Malaysian students performed poorly in Data Handling. Therefore, this study was conducted to identify students' learning difficulties in Data Handling at each level of higher order thinking skills (HOTS) namely applying, analysing, evaluating and creating. In addition, this study also investigated the use of smart board in overcoming HOTS learning difficulties in Data Handling. Many educators recommend the use of smart board at primary schools since students have the opportunity to learn and explore new concepts using the technology. Subsequently, it helps to create dynamic learning experiences and students become excited about learning when smart boards are incorporated into their lessons. Four experienced year five mathematics teachers and thirty year five students from a primary school were involved in the study. The students and teachers were selected based on purposive sampling. An interview protocol and rubric for cognitive domain in HOTS were used during the data collection phase. In addition, semi-structured interview sessions with the teachers and students as well as document analysis of the students' mathematics exercise sheets in Data Handling were carried out by the researcher to investigate the students' learning difficulties at each level of HOTS in Data Handling. It is hoped that the results from this study can contribute towards development of strategies, methods or programs using smart board to enhance HOTS in Data Handling among primary school students in Malaysia.
11:45 e-NUMERACY: Mobile Application of the Numeracy Understanding Model for Primary School
This study aims to examine the use of e-Numeracy: the application of Numeracy Understanding Model (NUM) for primary students. The students selected solved numeracy problems by applying mobile learning where through this application the students learned directly to the completion of each solution solved. This is in line with the 21st century learning and teaching concept which is self learning and fun learning. This app can be accessed via tablets or any digital tool using Bar Code. The students knew their numeracy level of understanding based on every step solved as this app provides feedback for each question solves. The app is user-friendly and mobile and it can be accessed anywhere. Respondents of the study consisted of six Year Four students that were selected based on their monthly Mathematics test results. Two students were chosen for every level; brilliant, simple and weak. This study uses qualitative design by applying interview methods for collecting data. The findings showed that four students who are in the application stage were able to solve all learning activities such as mathematical concepts and facts, selecting and defining procedures and providing reason for each answer given. Two students are in the acquisition stage of knowledge. The students' ability at this stage is able to elaborate the basic facts, explain, define and formulate the operations used in the learning activities. In conclusion, e-Numeracy: the application of the Numeracy Understanding Model is able to identify the level of numeracy understanding and the students can detect the error directly based on the feedback given. This study also implies the need to improve the method of numeracy understanding among students in primary schools through e-Numeracy.

Parallel Session 4

Pendeta Room IV
Chair: Mohd Nihra Haruzuan Bin Mohamad Said
11:00 Android Application in Learning Basic Solat for Childhood
The existence of mobile learning apps provides an opportunity to convey widely Islamic knowledge. Many Muslim developers develop Islamic-based applications such as hadiths, prayers, recitations of Quran and so forth. The purpose of this study is to develop a basic learning application of prayer which has multimedia elements that can attract users and test the functionality of the application of basic prayer-based applications to experts and children. Basic learning of android app solving among children is a basic learning application of digital prayer moves by using the Android mobile platform. This application has been developed according to five phases of Waterfall methodology, namely idea, analysis, design, development, testing and final product. Adobe Flash Professional CS6 computer software has been selected as the application development platform by using ActionScript 3.0 programming language. There are four modules that have been loaded in the basic learning application of prayer ie pray, prayer five times, prayer after prayer and mind test. The survey data is collected through the validation of experienced experts and targeted users involved. The so-called expert consists of two lecturers of the Faculty of Technical and Vocational Education and a lecturer from the Faculty of Science, Technology and Human Development. The results show a high percentage of applications that have been developed which is android application of basic learning and is suitable for use by target users who have just started to learn about prayer
11:15 An Analysis on Adult Learners' Satisfaction in Online Education Programmes
The demand for online programmes is continuously increasing at varying degrees, with the major appeal coming from adult learners whom are managing with the numerous demands from other work and life domains. These adult learners have their own varied expectations from the online learning process. The purpose of this paper is to investigate the degree to which other predictors contribute to adult learners' satisfaction in online learning environment. A mixed-methods design was used, selecting both quantitative methods (utilizing survey research) and qualitative methods (employing open-ended questionnaire items), gathering the feedback of 200 adult learners whom comprises of secondary school teachers and college level teachers, enrolled in professional online courses. The online courses were designed using a problem-centered and case-based approach to learning and utilized technologies including learning management system (LMS) such as Moodle as well as functions from the LMS. The results showed that the items such as learner-content interaction, self-regulated learning design, and Internet self-efficacy were good predictors of students' satisfaction. Implications of these findings for higher education in providing blended or online programmes for adult learners are also discussed.
11:30 The Relationship Between Knowledge and Attitude Towards Technology Gadget Usage with Students' Socio-Emotions Development
Nowadays, gadgets become one of the most important necessities of human life. The use of gadgets is not only become widespread among adults, but the younger generation also being exposed to this diverse technology gadgets. The gadgets usage among younger generation contributes to the numerous impacts on their socio-emotional development whether in negative or positive ways. Therefore, this study aims to investigate the relationship between knowledge and attitude, towards technology gadget usage and the students' socio-emotions development at Tiram, Johor. This study was conducted using quantitative research design and the questionnaires were distributed to 260 students in three schools around the Tiram zone for data collection purpose. Data were analysed using descriptive statistics and Pearson correlation inference statistics to identify the relationship between the two variables. The results of the analysis showed that there was a significant relationship between knowledge and attitudes, towards the gadget usage among students and their socio-emotion's development. The findings of this study indicate that the students' knowledge and attitude towards the gadgets have a relationship with the students' socio-emotions. Therefore, this study is important in providing information especially to the schools, parents and students in order to figure out the appropriate alternative to use the gadgets more effectively.
11:45 Framework for Developing a Mobile Augmented Reality for Learning Chemical Bonds
This study is about the framework of developing Mobile Augmented Reality (MAR) for learning Chemical Bond which believed, to reduce the misconceptions among the students. Misconceptions always occur in classroom especially in the science subjects which consist of abstract concepts. This misconception is very important to be reduced because it may affect the understanding of the students towards the topic that they learned. These may interfere the students learning and may also affect the student's performances afterwards. Visualization is one of the key that proven to help in improving the understanding of the students which then lead to the reducing of the misconceptions. There are many technologies being integrated in education and shows a good potential in visualizations. One of the recent popular technologies that have potential in visualization is Mobile Augmented Reality. Mobile Augmented reality has ability to visualize the abstract concept in 3D images.

Wednesday, July 25, 12:00 - 13:00

Parallel Session 5

Pendeta Room II
Chair: Shaharuddin Md Salleh Md Salleh
12:00 Kesan Penggunaan Muzik Latar Terhadap Pembelajaran Di Bilik Darjah
Muzik latar bermaksud muzik yang dimainkan untuk tujuan didengar secara pasif. Ia digunakan secara meluas dalam masyarakat terutamanya dalam pemasaran, psikologi sukan, dan perubatan. Dalam konteks pembelajaran di bilik darjah, tujuan muzik latar digunakan adalah bagi memperbaiki kualiti dan kuantiti kerja pelajar. Disamping itu ia membantu mewujudkan kesediaan belajar dan merubah tingkah laku negatif para pelajar. Sorotan kajian tentang kesan muzik latar terhadap tumpuan, kognitif, prestasi, tingkah laku, motivasi dan mood memberi gambaran yang positif. Namun begitu terdapat beberapa isu yang memerlukan kajian yang lebih mendalam. Justeru kertas kerja ini akan mengupas tentang isu-isu berkaitan dengan kesan penggunaan muzik latar terhadap pembelajaran di bilik darjah.
12:15 Penggunaan Aplikasi Web 2.0 Dan Pelaksanaan Model "Flipped Classroom" Dalam Aktiviti Pengajaran Dan Pembelajaran
Kertas kerja ini merupakan kertas konsep yang memperlihatkan perkembangan teknologi yang semakin moden dan berdaya saing memberi kekuatan kepada perubahan sistem pendidikan global. Kemudahan teknologi berperanan dalam pengajaran dan pembelajaran dalam melahirkan generasi yang berpendidikan sempurna. Pendekatan pembelajaran atas talian berkemampuan meningkatkan perubahan tingkah laku secara individu dalam menguasai kemahiran. Keperluan pembelajaran atas talian mendorong para pelajar menguasai pengetahuan yang berkesan disebabkan keberkesanan interaksi sumber pengajaran disampaikan menggunakan kemudahan teknologi. Walau bagaimanapun pembelajaran atas talian menghadapi kekangan dalam pelaksanaannya. Di mana perubahan yang drastik dan tergesa-gesa dalam melaksanakan pembelajaran atas talian dalam masa yang singkat menghadapi kegagalan pelaksanaannya. Maka pendekatan pengajaran dan pembelajaran menggunakan aplikasi web 2.0 dibangunkan untuk penguasaan pengetahuan dan kemahiran yang lebih mewujudkan suasana mesra pengguna dan fleksibiliti. Seterusnya, meningkatkan penglibatan pembelajaran pelajar dalam pembelajaran secara aktif. Aplikasi web 2.0 seperti Padlet, Google Slide, Google Doc dan Jing merupakan salah satu kaedah penguasaan pengetahuan yang mempunyai ketekalan berasaskan sosialisasi, kolaboratif dan komunikasi. Kemudahan aplikasi web 2.0 semakin bererti apabila integrasinya diselarikan dengan pendekatan pembelajaran teradun. Sesungguhnya kekuatan sesuatu sumber pengajaran yang ditawarkan memerlukan sokongan padu antara pendekatan dan kemudahan teknologi. Oleh itu, reka bentuk pembelajaran teradun yang sesuai ketika ini adalah Model "Flipped Classroom" Keberkesanan pelaksanaan Model "Flipped Classroom" lebih memfokuskan kepada strategi pengajaran dan pembelajaran, persekitaran pembelajaran pelajar dan sumber bahan secara atas talian.
12:30 A Study on the Level of Emotional Intelligence of Rural Secondary School Students and Its Relation with Academic Achievement
Emotional Intelligence (EQ) and intellectual intelligence (IQ) are two different types of intelligence that have their own significance. However, most of the people nowadays have a perception that intellectual intelligence is more important in the education setting compare to the emotional intelligence. This phenomenon can be seen where the education system only emphasizes grade and academic achievement compared to students' emotional intelligence especially in rural areas where the students have lack exposure compare to urban area students. Therefore, researchers have decided to conduct this study by using Mayer and Salovey Emotional Intelligence Models to see the relationship between intellectual intelligence and emotional intelligence. The main purpose of this study is to identify the relationship between emotional intelligence and academic achievement among students in several schools in Merlimau, Melaka. This study was conducted in four schools in Merlimau, Melaka involving 432 Form Four male and female students. The instrument used in this study is Schutte Self-Report Emotional Intelligence Test (SSEIT) questionnaire developed by Schutte (1998). The data have been analysed using Statistical Package for Social Science (SPSS). The results showed that there was a significant correlation between emotional intelligence and academic achievement of students. The implication of this study was it provided exposure to the importance of emotional intelligence as well as intellectual intelligence towards teachers, parents, students and governments.
12:45 Teacher Professionalism
Teachers' job as a profession includes educating, teaching, and training. Educating means continuing and developing the values of life, teaching means continuing and developing science and technology, while training means developing the skills of the students. Professional teachers constantly optimize the functioning of their students' brains and hearts for something useful and responsible. They can see with their heart, beside with their eyes. Thus, teacher is a very strategic and noble profession to save society from ignorance, and any behavior that destroys their future. Therefore, the improvement of professional ability of teachers needs to be done continuously. To support the government's effort to present professional teachers as well as to strengthen concepts related to teacher professionalism, some current issues, expected conditions, gaps, and recommendations are presented in this conceptual paper. The discussed points are expected to be taken into account for the betterment of the teachers and education.

Parallel Session 5

Pendeta Room IV
Chair: Nurul farhana Jumaat
12:00 Console Application to Predict Satellite Position for Novice Learner
A satellite is an object that orbits around a larger object in space, such as the earth that orbits the sun and the moon that orbits the earth. We can see the location of the satellite using the satellite tracking software such as Satview and Orbitron. The main issues are most of the student only knows the position of the satellite by using a commercial satellite tracking system without learning how it is worked. The purpose of this research is to identify how to simulate the position of the satellite in its own orbits from our location at the specified time. In order to properly determine the position of any earth orbiting object, it is necessary to determine the osculating orbital elements of the selected satellite by using two line element (TLE) set provided by North American Aerospace Defense Command (NORAD). Here, the model Simplified General Perturbations (SGP) must be used to predict the most accurate the position and velocity of the satellite-derived from the calculation of orbit state vectors of satellite and space debris relative to the Earth-Centered Inertial Coordinate System. This model is able to determine the most accurate satellite's position before, after and during an epoch. To perform this methodology, an application is developed with an easy implementation using programming language C++ that able to provide the position of the satellite at high accuracy. This program will present the NORAD TLE as the input data, while the output provides the latitude, longitude, and altitude also a summary of the application. Hence, this development tool will provide a better understanding and help in learning how to calculate orbit state vectors of the satellite in order to determine the position and speed of the satellite. It will also help in acquiring new knowledge in the area of space sciences, as well as in computer science and mathematics
12:15 The Basic of Hydraulic and Pneumatic Teaching Innovation Kit for Application in Fluid Power Technology Course
This project utilizes a learning kit to visualize the function of Basic Hydraulic and Pneumatic in the classroom instead of using conventional teaching style; slides and videos. Hydraulic and pneumatic are introduced to the semester 5 students in subject Fluid Power Technology (MEC341). By the end of this course, students are expected to be able to apply, explain and demonstrate the operation of Fluid Power systems, hence they need to have a very strong grasp of Hydraulic and Pneumatic fundamentals in order to score this subject successfully. However, most students faced difficulties to imagine its working principle, thus failed to satisfy the cognitive evaluation. The idea of this project is obtained from a survey distributed in classes and most students agreed with the introduction of this learning kit in learning session. In this project, the demonstration of the basic components of Hydraulic and Pneumatic such as pump, piping and linear actuator (cylinder) are replaced by small scale component made from durable material. This teaching innovation kit allows students to better understand the topic, plus it is also believed to be more interesting to be demonstrated in class. Furthermore, this kit is easily understandable by others not only limited to engineering students.
12:30 Aplication of Make a Match Model to Improve Geography Learning Outcome
This research was conducted to analyze the application of make a match learning model to improve the learning outcome of geography in class X of Senior High School of PGRI 4 in Banjarmasin with the material of geography principles. This research used the quasi experimental design method, quantitative approach and non-equivalent Pre-test and Post-test control group design. The research consisted of two groups, i.e. control group and experiment group. The number of population are 104 students. The research used purposive sampling, where class X 1 as experiment class and X2 as control class. The result of t test showed that the value of post-test for experiment using make a match learning model was 54.87. Control class using the conventional model had post-test was 48.05. The post test using the make a match had the learning outcome more higher than conventional model. The make a match learning model had been increased the student learning outcome of geography.
12:45 Implementing Non-Experimental Hands-On Activities Using SAVI Approach in Learning Chemistry to Improve Students' Interest and Multiple Intelligences
Students' interest in learning chemistry remains low, and experimental activities in learning chemistry are rare whereas laboratory activities can actually be activities that attract students. Responding to these problems and condition, a study focusing on the implementation of non-experimental hands-on activities using Somatic, Auditory, Visual, and Intellectual (SAVI) approach to improve students' interest, mastery of Hydrocarbon concept, students' multiple intelligences, as well as become an alternative of student centered learning activities is needed. It was a Classroom Action Research (CAR). The subjects were 33 eleventh grade students of SMAN 4 Banjarmasin, Indonesia. The data were collected using achievement test, questionnaire of students' interest, multiple intelligence test, and observation sheet. The data were then analyzed using descriptive and percentage techniques. The results showed that by applying student activities based on SAVI approach in 3 learning cycles, the low of students' interest problem on chemistry can be overcome. Students' interest in learning chemistry using non-experimental hands-on activities using SAVI approach was high. It was as much as 81.80% to 96.97% of the students responded positively to the implementation of the learning approach. The students' concept understanding on Hydrocarbon material increased as much as 12.70% from cycle 1 to cycle 3. The implementation of the non-experimental hands-on activities using SAVI approach in these 3 cycles was able to increase all types of multiple intelligences ranging from .13% to 14.72%. The highest multiple intelligences improvement were interpersonal and visual spatial which increased 14.72% and 4.73% respectively.