IJMECS Vol. 13, No. 5, Oct. 2021
Cover page and Table of Contents: PDF (size: 600KB)
There is a growing interest in integrating active learning and computer-based approaches in the teaching and learning of mathematics in elementary schools. In this study, we introduce Digital Game-Based Learning (DGBL) of Mathematics targeting students in the 5th and 6th grades following a design-to-implementation strategy. We first developed an edutainment Mathematics game and then tested it with 196 pupils from 9 public elementary schools in Morocco. The rationale of the study is to probe the effect of DGBL in lessening pupils’ mathematical anxiety and improving classroom experience.
Students in our study were more engaged and less anxious towards learning Mathematics. Our designed pedagogical edutainment game made students more comfortable when dealing with numerical arithmetic assignments. The study suggests that edutainment games lead to positive individual attitudes towards mathematics and to a better math classroom experience, thus more effective teaching and learning of mathematics.
Quality of cognitive abilities and increased positive character of students in following a learning process during social distancing can still be realized even though the implementation is done from home. This can happen if a good learning design has been formed. Based on that situation, the purpose of this research was to show the existence of innovation in the form of a learning design that combines asynchronous and synchronous learning strategies by inserting ANEKA concepts. The method for developing this learning design was R&D which uses 4D design (Define, Design, Develop, and Disseminate). Subjects who were involved in evaluation toward learning design were four experts. The location of this research was conducted at one of the IT Vocational School in the North of Bali region. Data collection techniques used questionnaires. Data analysis was conducted through a comparison technique between the effectiveness percentages of learning design with categorization based on the range of effectiveness percentages. The research results showed the effectiveness level of asynchronous and synchronous learning design based on ANEKA was included in the very high category with a percentage was 89.00%.[...] Read more.
The problem of the Internet addiction (IA) arose after the rise of the Internet. Some of the Internet users include children and teenagers and they are active in a virtual environment. Most minor users are not well aware of the dangers posed by information abundance. One of these dangers is the IA. Excessive use of the Internet is addictive, and some users experience a high risk of addiction. IA can negatively affect the children's health, psychology, socialization and other activities. There is a great need to the development of forecasting programs and various technological approaches for the identification of IA among Internet users, especially children and adolescents. This article uses machine-learning techniques to detect IA. Activities of children in the Internet environment is analyzed. The log-files of children and their IA problem are explored. To determine the degree of IA among children and adolescents an experiment is conducted on public dataset. The effectiveness of the methods is analyzed by various evaluation metrics and promising results are obtained.The results show better performance of Weighted SVM, compared to BernoulliNB, Logistic Regression, MLPClassifier, SVM classifiers. Acquired results of the research provide kids information security. To evaluate a kids IA helps to identify their psychological conditions, and it creates a better situation for parents, teachers, and other related people to communicate with children and teenagers better way.[...] Read more.
Digital game based learning (DGBL) system is a promising area of research and debate, as it promotes contextualized learning, creates and harnesses motivation in learning capacities and encourages curiosity. DGBL takes place in a technological-mediated environment while engaging players in a learning activity through the support of computers. Several digital game based learning systems have been deployed for educational purposes to aid or support students in hands-on-learning experiences and constructive knowledge that involves mental reasoning processes. Hence, the research paper presented a development of digital game based fraction algebra learning system which is associated with game principle of snakes and ladders with underpinned concept of step-by-step procedure of solving mathematical problems. The system was tested by participants of FUTA staff primary school and the results of performance evaluation showed that the system could greatly support students to learn effectively the fraction algebra through game technology and would increase the students’ thinking process.[...] Read more.
Steganography studies the embedding of messages into cover mediums, while obscuring the fact that any message exists. A supplement to encryption, steganographic methods help to avoid attention from adversaries, who may take additional measures if made aware of such messages. Common forms of image steganography, such as Least Significant Bit steganography, alter the first-order statistics of a cover image, allowing for easier detection by methods such as the Wavelet Motion Analyzer. We study steganographic methods based on permutation of pixels in grayscale images, which do not share this disadvantage. A generalization of pixel-swapping methods, our algorithm identifies invariant sets of pixels and intensities, called Permissible Sets, within an image block, and allow their full permutation in the encoding or decoding of messages. This increase in the number of permissible permutations serves to reduce the detectability of our method, while increasing the bit-per-pixel embedding rate. Through direct implementation and comparison, we find our method to be an improvement over previous swap-based steganography for the Microsoft Research Cambridge dataset of general images, and a large improvement for the higher-resolution NoisyOffice dataset of scanned images.[...] Read more.
The aim of this study is to measure the usability aspects of Management Information System mobile application in terms of effectiveness, efficiensy, and user satisfaction by using performance measurement techniques, usability questionnaires and retrospective think aloud. Management Information System application is an internal mobile application that has functions to exchange information, fill daily absences, apply for leave and fill in the daily work journal of the Ministry of Justice and Human Rights employees. Until today, the mobile application of Management Information System has not been evaluated yet using the level of usability. This research was conducted by measuring the level of effectiveness, efficiency, satisfaction and retrospective think aloud. Due to the limitations of this study, researcher only gain 20 respondents who were all employees of Sukamiskin Correctional Institution within questionnaire. In addition, respondents also filled out the questionnaire given. Based on the results obtained the effectiveness level reached 100% and all respondents expressed satisfaction with mobile application of Management Information System. But in terms of efficiency needs to be more improved. And the results of the retrospective think aloud are still some improvements from the features and reduction of icons that appear on the screen. The results showed that using performance measurements and retrospective think aloud techniques had a significant effect on user satisfaction in sukamiskin correctional institution. With this techniques also shows the level of employee ability to complete tasks in the application does not fail.[...] Read more.