Boredom has previously been linked to negative academic outcomes such as academic motivation, strategies, and achievement. The understanding of multiple intelligence approaches creates opportunities for all learners to develop their potential to optimize learning through differentiated instructions. This research aims: i) to design and to develop differentiated instruction based on learners’ multiple intelligences for elementary schools; and ii) to measure the effectivity of students’ learning attitude and mastery of concepts. Using design and development research (DDR) anchored on analysis, development, design, implementation, and evaluation (ADDIE) model and quasi-experimental research, the differentiated instruction based on multiple intelligence was conducted in a private Islamic Elementary School in collaboration with 3 class teachers. Based on the results of observations conducted at the school, the findings revealed that the learners can maximize their logical-mathematical, language, kinesthetic, interpersonal, and intrapersonal intelligences through a differentiated instruction based on multiple intelligence approach. Students experienced a joyful and meaningful learning atmosphere; hence it was expected that their intelligences can be developed naturally. In addition. this instruction was found to be effective to enhance science concept mastery especially in the aspects of remembering, understanding, and applying. The differentiated instruction based on multiple intelligences should be developed further to examine the effectiveness of the model in thematic learning for students both with low and high achievement.
One of the goals of Sustainable Development Goals (SDG) is to conserve natural resources, such as water, soil, air, and others. Poorly treated industrial effluents discharged into nearby water streams contribute to water pollution. This problem is notably worse among small- and medium-scale industries, such as the local batik industry, which cannot afford proper and costly wastewater treatment facilities in their premises. Batik entrepreneurs should adopt environmentally friendly methods by using currently available technologies. Therefore, this phenomenological study investigated the environmental awareness of three batik entrepreneurs in Malaysia via interviews. The data was analyzed using thematic analysis. The batik entrepreneurs have adopted different batik making processes but employed almost similar batik waste disposal methods. Despite some level of environmental awareness among the batik entrepreneurs, they still practiced poor environmental batik making and disposal methods due to the lack of affordable technology. The lack of exposure to environmental education, open mindset, the socio-cultural practice of batik making, and production cost influences environmental awareness among batik entrepreneurs. Authorities should advocate green batik making and regulate rules for any malpractice. Future studies should explore the effective technologies used to dispose of batik waste effluents to enable batik entrepreneurs to adopt environmentally friendly batik making and waste disposal methods.
19 December 2019 in International Journal of Emerging Technologies in Learning (iJET)
Engineering and technology are crucial domains both in colleges and in the industries as they play a vital role in the nations’ economy and serve as the medium for the nations’ active participation in the global competitiveness aiming at attaining industrial revolution 4.0 goals. These goals are only realized when graduates, particularly engineers and technologist are equipped with reasoning skills. In view of this, the paper highlighted the connections between reasoning skills in technology and engineering through game-based learning. The paper utilized systematic review format and synthesized the existing literature through search strategy, inclusion and exclusion criteria, framework analysis and quality assessment. It further analyzed and discussed types of games in learning with relevant descriptions and how its integration into teaching and learning technology and engineering courses would enhance reasoning skills among students and promote their problem-solving ability and likewise creativity to innovate new products, machines and services for societal development. The paper suggested for the integrating of suitable games in learning technology and engineering courses.
Mathematics is required from primary (basic) through junior secondary and senior secondary levels of education in Nigeria. The position of mathematics within the curriculum is reflective of the significance of the subject to the expansion of scientific knowledge and technological capability. However, student performance in mathematics, particularly algebraic aspects, is a challenge for Nigerian secondary school students. The purpose of this study was to investigate the relationship between self-concept (SC), emotional intelligence (EI), and problem-solving skills (PSS) on students’ attitudes towards solving algebraic problems (ATSAP). The study aimed at developing a model based on students’ SC, EI, PSS, and ATSAP. A total of 377 students were proportionately and randomly selected to collect the quantitative data. Two instruments: (i) a questionnaire measuring SC, EI, and ATSAP, and (ii) a test measuring PSS developed by the researcher, were used in this study. The data was analyzed by using structural equation modelling (SEM) and partial least square (SEM-PLS3). The major findings of the study revealed that secondary school students’ PSS could be improved with due consideration of their SC and EI. However, the three hypotheses tested indicated that there was a significant but negative relationship between SC and the students’ ATSAP (t > ±1.96, α = 0.05) and also there was a significant positive relationship between PSS and their ATSAP; however, the relationship between EI and their ATSAP was not significant (t < ±1.96, α = 0.05). Therefore, a model was developed based on the study’s findings. This model has a practical implication for the federal and state governments, curriculum planners, students, teachers, and parents.
15 November 2019 in International Journal of Interactive Mobile Technologies (iJIM)
These days, humans have been witnessing related technological and social development, by means of which mobile technologies and Internet yield global access to information with mobility of knowledge. Mobile learning platforms are designed based on electronic learning (e-learning) and mobility. It is regarded as a useful way to enhance the learning process. Sakai as a mobile learning platform, design intentions are to be adaptable to any educational purposes, within or outside the institution, dependent on the provision of effectiveness in classroom instruction based on the learning style of the students, extensible in the cultivation of thinking skills in the learner, and efficient in communicating and exchanging data among its enrolled classroom members and other online platforms. This study employed a systematic review of related literature to investigate the predominant research methodology adopted by various scholars to assess necessary factors concerning mobile learning platform. Fifteen articles are selected based on established criteria. The findings indicated that most of the researchers used quantitative research methodology in investigating the effectiveness and concern variable of mobile learning. Also find out is that most of the outcome of the studies include, achievement, perception, pedagogy, motivation and mobile learning platform as a form of educational technology.
9 August 2021 in International Journal of Asian Education
A digital instructional game with embedded multimedia was believed not limited to allowing the learner to visualize chemistry concepts while playing but enable them to collect relevant information that connects the understanding of the other. The subject was described as a core science area with multiple macroscopic, submicroscopic, and symbolic representations. Thus, the study intended to investigate the effectiveness of the instructional game in enhancing students' cognitive development in learning chemical symbols and periodicity of elements. An instructional tool called "Symperiod Board Game) The study was designed and developed, containing 20 test items distributed in three different levels in order of complexity from simple to complex. The between-group experimental research design was adopted for this study in which 20 Form IV students distributed into four groups was selected. The alpha value 0.830 of the Pearson correlation coefficient determines the strength of the instrument's reliability, hence used for data collection. The data obtained were analyzed using descriptive statistics, and the results indicated that the cognitive development of the respondents' increases as students play the instructional game from level 1 to 3. Thus, the study reveals that a learner cannot understand a concept if he/she does not first remember it; similarly, he/she cannot apply knowledge and concepts if he/she does not understand them. It is imperative to conclude that the poor performance of students in chemistry can be associated with the quality of instruction provided by the teacher during classroom instructions.