GeeksFelting: Web-based learning for needle felting craft
Keywords:needle felting craft, Covid-19, web-based application, geeksfelting, craft learning
Countries are at various stages of Covid-19 infection, and millions of children in multiple nations are currently affected by school closures due to the pandemic. The covid-19 pandemic has altered the way students are educated globally in a short period of time via the internet. Nowadays, the internet as a source of knowledge become a requirement for learners to acquire learning materials. Given the current situations and opportunities of COVID-19, students have difficulty learning the craft as drastic changes from the physical classroom to online as the classic style to learn needle felting craft is face-to-face. The problem arises when the student does not have the appropriate platform to learn needle felting craft. Needle felting is a craft that transforms wool into 3D shapes by using a special needle to tangle the wool together. Thus, GeeksFelting: Web-based learning for needle felting craft is a learning alternative platform for students. This web-based system provides an on-demand course from basic to expert. Students also can comment on the discussion section to connect with other students, sharing content and ideas as these features can bring the learners to engage although they are not physically present for learning. This system is developed based on an evolutionary prototyping model and the evaluation is conducted through questionnaire instruments, which involve 30 respondents. Evaluation is to test the usability of the system and the findings indicate that the system is efficient and satisfies users to use. The study offers several significant contributions with regard to the practical and the body of knowledge as the interested parties can understand the element of needle felting craft and a web-based application able to assist learners in learning needle felting craft.
Ayoub, A., Amin, R., & Wani, Z. A. (2020). Contribution of developed countries towards MOOCs: an exploration and assessment from a representative platform Coursera. Asian Association of Open Universities Journal, 15(2), 251–62. https://doi.org/10.1108/AAOUJ-03-2020-0016
Aryal, S. (2020). Mern Stack with Modern Web Practices – Developers Connecting Application. Bachelor Thesis. Turku University of Applied Science.
Brewer, J. L., & Dittman, K. C. (2018). Methods of IT project management. Purdue University Press.
Cetina, I., Goldbach, D., & Manea, N. (2018). Udemy: a case study in online education and training. Revista Economică, 70(3), 46-54.
Chung, E., Subramaniam, G., & Dass, L. C. (2020). Online learning readiness among university students in Malaysia amidst COVID-19. Asian Journal of University Education, 16(2), 45-58. https://doi.org/10.24191/ajue.v16i2.10294
Dinc, E. (2017). Web-based education and accessibility. International Journal of Technology in Education and Science, 1(1), 29-35.
Holden, R. J. (2020, September). A simplified system usability scale (SUS) for cognitively impaired and older adults. In Proceedings of the International Symposium on Human Factors and Ergonomics in Health Care (Vol. 9, No. 1, pp. 180-182). Sage CA: Los Angeles, CA: SAGE Publications.
Huotilainen, M., Rankanen, M., Groth, C., Seitamaa-Hakkarainen, P., & Mäkelä, M. (2018). Why our brains love arts and crafts implications of creative practices on psychophysical well-being. FORM Akademisk, 11(2), 1-18, https://doi.org/10.7577/formakademisk.1908
Kramer, M. (2018). Best practices in systems development lifecycle: An analyses based on the waterfall model. Review of Business & Finance Studies, 9(1), 77-84.
Marple, S., Jaquet, K., Laudone, A., Sewell, J., & Liepmann, K. (2019). Khan Academy in 7th grade math classes: A case study. WestEd. org.
Micheal, J. (2017). E-Learning and MOOC: The cross currents in education and the benefits for learners. Journal of Advances and Scholarly Researches in Allied Education, 13(1), 932-934.
Pokhrel, S., & Chhetri, R. (2021). A literature review on impact of COVID-19 pandemic on teaching and learning. Higher Education for the Future, 8(1), 133-141. https://doi.org/10.1177/2347631120983481
Tenório, M. M., Reinaldo, F. A. F., Góis, L. A., Lopes, R. P., & Santos Junior, G. D. (2017, September). Elements of gamification in virtual learning environments. In International Conference on Interactive Collaborative Learning (pp. 86-96). Springer, Cham. https://doi.org/10.1007/978-3-319-73204-6_12
How to Cite
Copyright (c) 2022 NabilFikri Md Sabani, Nor Asiah Razak
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.