Journal of ICT in Education https://ejournal.upsi.edu.my/index.php/JICTIE <p><strong>Journal of Information and Communication Technology (ICT) in Education (JICTIE) [ISSN 2289-7844 / eISSN 0127-9750]</strong> is a peer-reviewed journal published <strong>twice a year (April &amp; October</strong> <strong>starting 2024)</strong> by the Pejabat Karang Mengarang UPSI for the Faculty of Computing and Meta-Technology, UPSI. The main focus of the journal is academic writings and research reports featuring the latest issues of ICT education. Articles are published in English (starting from 2023). For articles in the Malay language, we would advise the author(s) to work closely with a proficient translator. If you need assistance in finding a translator, feel free to contact us.</p> <p>Each submission is subjected to a double-blinded peer review process. Acceptance of articles is solely based on merit with no charge for submission and publication.</p> <p><img src="https://ejournal.upsi.edu.my/public/site/images/admin/My_Cite17.png" /></p> <p><img src="https://ejournal.upsi.edu.my/public/site/images/admin/DOAJ3.jpg" /> </p> en-US chief.editor.jictie@upsi.edu.my (Assoc. Prof. Dr. Bahbibi Rahmatullah) laili@meta.upsi.edu.my (Dr. Laili Farhana Md Ibharim) Mon, 13 May 2024 08:48:25 +0000 OJS 3.3.0.11 http://blogs.law.harvard.edu/tech/rss 60 Layered approach in energy-efficient Information Technology (IT) classroom design https://ejournal.upsi.edu.my/index.php/JICTIE/article/view/8922 <p>Designing an energy-efficient IT classroom has not been straightforward due to the scattered recommended practices that involve different aspects. Some related aspects have not even been explored and need to be included - to increase the level of power saving and flexibility in implementation. Thus, a comprehensive layered approach or method is designed by this paper. It involves four (4) layers that represent different aspects of an IT classroom that can be made efficient in terms of energy consumption, namely hardware, platform, middleware, and application layers. Each layer is autonomous and hence can be implemented flexibly, subject to the bespoke feasibility of the use case. The proposed method is also expected to be future-proof and expandable due to its catering to both hardware and software-based optimizations. Such guidance is also crucial for the ongoing Industrial Revolution (IR) 4.0 and soon-to-be-established IR 5.0, where smart cities worldwide would be required to be energy-efficient.</p> Okta Nurika, Hafizul Fahri Hanafi, Low Tang Jung, Ahmed Abba Haruna Copyright (c) 2024 Okta Nurika, Hafizul Fahri Hanafi, Low Tang Jung, Ahmed Abba Haruna https://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.upsi.edu.my/index.php/JICTIE/article/view/8922 Mon, 13 May 2024 00:00:00 +0000 Malaysia folklore interactive game development: Tun Mamat adventure mission https://ejournal.upsi.edu.my/index.php/JICTIE/article/view/8958 <p>This study discusses the context of interactive stories centered around the legendary character of Tun Mamat, with a specific focus on their capacity to preserve cultural traditions among kids. Thus, this digital game, named Tun Mamat Adventure Mission, was created to introduce children to Malaysian folklore. It proposes a new alternative for storytelling that enhances the user experience. The objectives of this study were: i) to develop an interactive game that introduces the cultural identity of Malaysia's historical story in helping to sustain Malay folklore and ii) to test the game’s usability in terms of player engagement and education. The research method used in this study is a qualitative research design. The sample for this research contains 6 kids aged around 12 years old and above as a respondent. Post playtest sessions involve having participants (kids) play the interactive game to discover the educational value and satisfaction that the kids get from playing the game. The instrument includes the game itself, and an observation sheets that observe the player’s reaction while playing the game to know the engagement between the player and the game. Besides, this research also uses ADDIE Model instructional design in the development of an interactive game. Based on post playtest feedback, it is clear that player involvement with the game is extremely high, as evidenced by their facial expressions and verbal expressions of enjoyment. This means that the game's usability, especially regarding player involvement, is outstanding. Furthermore, in terms of educational gains, there is a noticeable difference in retention of knowledge before and after playing the game. Initially, the children seemed to have a limited knowledge of the folkloric plot. However, after playing the game, they have shown a better understanding of the folklore.</p> Siti Nurfarliana Mohd Yusof, Laili Farhana Md Ibharim, Sukirman Copyright (c) 2024 Siti Nurfarliana Mohd Yusof, Laili Farhana Md Ibharim, Sukirman https://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.upsi.edu.my/index.php/JICTIE/article/view/8958 Mon, 13 May 2024 00:00:00 +0000 Exploring the factors that influence students' interest in using Scratch to learn coordinate Geometry: An integrated model based on the Technology Acceptance Model https://ejournal.upsi.edu.my/index.php/JICTIE/article/view/9165 <p>Prior studies have shed important light on the considerations of students' decisions to accept and apply educational technologies to their learning. However, from the instruction perspective, the more crucial concern is how students decide on actions that may increase interest in and successful utilization of educational technologies. Research on using Scratch to help students acquire knowledge in coordinate geometry, which mathematics instructors have found difficult for students to understand, is scarce in the literature. To fill this gap in the literature, an integrated model based on the technology acceptance model was created to explore factors that influence students' interest in using Scratch to learn coordinate geometry. This study showed that students' situational interest in Scratch was predicted by their perceptions of usefulness, usability, and behavior intention irrespective of their gender, grade, accessibility to technology tools, and learning preferences. The results also suggested that the association between perceived usefulness and situational interest was positively mediated by perceived ease of use and behavior intention. These research findings have important implications for instructional decision-making on Scratch implementation in mathematics education.</p> Isaac Bengre Taley, Akwasi Amponsah, Henry Kpai Copyright (c) 2024 Isaac Bengre Taley, Akwasi Amponsah, Henry Kpai https://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.upsi.edu.my/index.php/JICTIE/article/view/9165 Mon, 13 May 2024 00:00:00 +0000 Transforming medical assistance fund application management: A business process reengineering approach https://ejournal.upsi.edu.my/index.php/JICTIE/article/view/9136 <p>The application process for the Medical Assistance Fund (MAF) to help patients receive medical interventions at public hospitals has been plagued with delays due to the increasing number of applications, inefficient management, and manual tasks. This study aims to redesign the current application process through Business Process Reengineering (BPR) and to evaluate the effectiveness of a new process to be carried out by the Medical Social Work Unit (MSWU). A new methodology, <em>B2Lean</em> which is based on a combination of the BPR and Lean Thinking was proposed to help identify the processes requiring improvement and to remove inefficient ones. A new online application system, the Patient Assistance Management System was proposed as an IT enabler for this BPR initiative. This study was based on a qualitative research methodology involving a case study in which interviews and observations were used to collect data. The sample study consisted of seven MSWU officers and several supporting staff selected from a government hospital. In the interviews, the ‘5W 1H’ technique was used to elicit and analyze their feedback on issues relating to the existing processes. The findings of the analysis revealed that several manual tasks were inefficient, which had to be either removed or replaced, effectively helping to reduce the overall processing time by 52%. With the new and efficient processes, practitioners could certainly expedite patients’ applications for medical assistance, thus helping them to receive prompt medical interventions. The B2Lean methodology could be used as a guideline for organizations seeking improvement in their current practices. </p> Aslina Saad, Zuraida Zaini, Yahya Alwahaibi Copyright (c) 2024 Aslina Saad, Zuraida Zaini, Yahya Alwahaibi https://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.upsi.edu.my/index.php/JICTIE/article/view/9136 Mon, 13 May 2024 00:00:00 +0000 Anticipating students' preferences: Investigating factors influencing the choice between block-code and source-code programming https://ejournal.upsi.edu.my/index.php/JICTIE/article/view/8993 <p>This study explores behavioral factors influencing students' choice between block-code programming (BCP) and source-code programming (SCP) among Community College students in Malaysia. Two hundred and twenty-six IT certificate students participated, answering questions based on the Technology Acceptance Model and Theory of Planned Behavior using a Likert scale survey. Analysis using structural equation modeling revealed that attitudes towards technology and behavior strongly influenced students' preference for BCP over SCP. However, further investigation into how these behaviors impact programming learning is needed. The study's findings emphasize the importance of perceived usefulness, ease of use, and subjective norms in students' preference for BCP. With substantial R2 effect sizes (0.864), the study underscores the significant influence of perceived usefulness (PU), perceived ease of use (PEU), and subjective norms (SN) on BCP adoption behavior. The implications of these findings extend to policymakers and educators, providing valuable insights for refining computing education standards. Moreover, the study lays the groundwork for future research, offering a deeper understanding of block-code programming's role in the digital education transition.</p> Muhammad Anwar Abdul Halim, Dr. Sharmili Binti Mohamed Rafi, Engku Mohamad Engku Abdullah, Mohamad Hafizi Masdar, Michael Dolinsky, Daniel Makini Getuno Copyright (c) 2024 Muhammad Anwar Abdul Halim, Dr. Sharmili Binti Mohamed Rafi, Engku Mohamad Engku Abdullah, Mohamad Hafizi Masdar, Michael Dolinsky, Daniel Makini Getuno https://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.upsi.edu.my/index.php/JICTIE/article/view/8993 Mon, 13 May 2024 00:00:00 +0000 Designing immersive narratives of Jugra heritage site for cultural edutainment using mixed reality https://ejournal.upsi.edu.my/index.php/JICTIE/article/view/9137 <p>Technology integration in the tourism industry has introduced new possibilities for enhancing visitor experiences and promoting cultural edutainment in heritage tourism. Mixed Reality (MxR) is a promising technology for achieving these goals. By leveraging MxR, cultural heritage sites can provide tourists with engaging and educational experiences, allowing them to delve into the rich history and cultural significance of these sites. However, the quality of content in MxR applications can significantly impact the overall experience and educational value. This research proposes best practices for MxR development in smart heritage tourism, ensuring the delivery of high-quality, culturally authentic, and educational experiences to visitors. A qualitative approach has been adopted to achieve this aim, utilizing the Speak Aloud method to collect data from participants who interacted with the MxR prototype. The study focuses on a case study of the Jugra heritage urban landscape, using it as a basis for developing an MxR prototype. The research encompasses two stages: the first is the design for prototype development, and the second is to test the application for user feedback. Through discussions on prototype design development and user experience testing, the research proposes a storyboard framework as a guideline for designing the MxR environment. This framework serves as a comprehensive blueprint, ensuring that each phase, from data analysis to the final Mixed Reality application, is meticulously designed and executed. Respondents tested the prototype to gather feedback on the prototype's outcomes, enabling refinement of the blueprint for subsequent levels of testing with heritage visitors. The results of this study contribute to the field of MxR development in smart heritage tourism. The research enables developers to create high-quality, culturally authentic, educational MxR experiences by offering guidelines and best practices. Therefore, the application of MxR in cultural heritage enhances the level of visitor engagement and facilitates a more profound comprehension of cultural heritage.</p> Mazarina Md Zain, Nurhaya Baniyamin, Illyani Ibrahim, Md Mizanur Rashid, Khalilah Zakaria, Yasir Mohd Mustafah Copyright (c) 2024 Mazarina Md Zain, Nurhaya Baniyamin, Illyani Ibrahim, Md Mizanur Rashid, Khalilah Zakaria, Yasir Mohd Mustafah https://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.upsi.edu.my/index.php/JICTIE/article/view/9137 Mon, 13 May 2024 00:00:00 +0000 I-CHECKIN@PKB: The acceptance among Politeknik Kota Bharu staff https://ejournal.upsi.edu.my/index.php/JICTIE/article/view/9037 <p>I-Checkin@PKB has been utilized at Politeknik Kota Bharu (PKB) for nearly six months, replacing the thumbprint attendance monitoring system. With I-Checkin@PKB, users can eliminate the need to wait in line at the centralized terminal for attendance registration, making it more efficient and hygienic. This system helps avoid potential germ transmission through contact with the same terminal, particularly amidst the challenges posed by Covid-19 and viral fever outbreaks. While the management of PKB has received verbal feedback from users, the actual level of user acceptance regarding I-Checkin@PKB remains unknown. Therefore, this study aims to investigate the acceptance level among I-Checkin@PKB users, focusing on perceived ease of use, perceived usefulness, attention to use, and behavioral intention. The study involved 100 respondents selected through random sampling. Utilizing 12 items with a Cronbach Alpha reliability coefficient of α=0.97, representing the constructs, the results indicated a high level of acceptance among users regarding I-Checkin@PKB, including its ease of use, usefulness, attention, and behavioral intention. Furthermore, the positive perceptions among I-Checkin@PKB users are likely to garner continuous support due to its ability to reduce the risk of human error associated with manual methods, such as paper-based attendance sheets. It is crucial to emphasize that while I-Checkin@PKB systems offer numerous benefits, their successful implementation necessitates clear communication, employee training, and consideration of privacy and security concerns to ensure a positive experience for both employees and the organization.</p> Mohd Zaidi Che Mod, Kamilah Zainuddin, Noor Asmaa’ Hussein, Asmaa AlSaqqaf, Deepak Pantha Copyright (c) 2024 KAMILAH ZAINUDDIN, Mohd Zaidi Che Mod, Noor Asmaa’ Hussein, Asmaa AlSaqqaf https://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.upsi.edu.my/index.php/JICTIE/article/view/9037 Mon, 13 May 2024 00:00:00 +0000 Smart Classroom: A development of electrical control system with Internet of Things https://ejournal.upsi.edu.my/index.php/JICTIE/article/view/9064 <p>The Internet of Things (IoT) is a dynamic breakthrough that has a huge impact on today's world and has the potential to simplify human life. The potential application of IoT is limitless, and it has been implemented in various industries, including medicine, engineering, computer science, space and technology, automotive, and more. This paper aims to develop a smart classroom electrical control system using IoT technology to regulate the classroom's electrical system and monitor student occupancy. This study chose to use the Rapid Application Development (RAD) method to develop the proposed system for reducing the waste of electricity resources in a classroom. The objectives of this research include identifying the main problems related to the waste of electricity in the classroom, developing an electronic project using IoT, and testing the functionality of the electronic project. The development of the proposed electrical control system uses Arduino and Infrared (IR) sensors. The IR sensors are used to detect the presence of students either entering or leaving the classroom. When human presence in the classroom is detected, lights and fans will automatically turn on. The approach benefits users by enabling a comprehensive understanding of the system through interactive evaluation, bringing it closer to meeting the requirements intended for this study.</p> Abu Bakar Ibrahim, Nursyahirah Shamsudin, Mad Helmi Ab. Majid, Sumayyah Dzulkifly, Yusri Abdullah, Mohammad Ikhsan Setiawan Copyright (c) 2024 Abu Bakar Ibrahim, Nursyahirah Shamsudin, Mad Helmi Ab. Majid, Sumayyah Dzulkifly, Yusri Abdullah, Mohammad Ikhsan Setiawan https://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.upsi.edu.my/index.php/JICTIE/article/view/9064 Mon, 13 May 2024 00:00:00 +0000 Exploring the issues of Primary School students’ mastery of Jawi and the ICT solution https://ejournal.upsi.edu.my/index.php/JICTIE/article/view/8954 <p>Jawi writing serves as the principal medium for Islamic education instruction in schools today. Possessing proficient Jawi writing skills enables students to effortlessly navigate the learning process and gain a comprehensive understanding of Islamic education content. This study aims to investigate the current state of mastering Jawi writing skills among primary school students in one of the most developed and progressive states in Malaysia. A comprehensive literature review and surveys of 33 parents were done. Apart from this, an interview was conducted with teachers from three different types of religious primary schools: Religious Primary Schools (Sekolah Rendah Agama), Integrated Religious Primary Schools (Sekolah Rendah Agama Integrasi), and Al-Quran and <em>Fardu Ain</em> Integration Classes. The literature review, survey, and interview results clearly demonstrate that students face significant difficulties when learning to connect Jawi letters into words. The survey and interview responses highlighted the importance of providing adequate practice and reinforcement opportunities for students. Considering these findings, it is crucial to develop new teaching strategies and materials such as integration of Information and Communication Technology (ICT) tools such as educational software, interactive digital whiteboards, and customized learning apps specifically designed to support the learning and mastery of Jawi writing. These ICT solutions could provide engaging, interactive, and differentiated learning experiences tailored to student needs, thereby potentially improving proficiency in Jawi writing among primary students.</p> Marliza Abdul Malik, Salyani Osman, Suziyanti Marjudi, Haslinda Sutan Ahmad Nawi, Suhaimi Mohd Noor, Doaa M Bamasoud Copyright (c) 2024 Marliza Abdul Malik, Salyani Osman, Suziyanti Marjudi, Haslinda Sutan Ahmad Nawi, Suhaimi Mohd Noor, Doaa M Bamasoud https://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.upsi.edu.my/index.php/JICTIE/article/view/8954 Mon, 13 May 2024 00:00:00 +0000 A review of barriers and benefits for implementing computational thinking initiatives in secondary schools https://ejournal.upsi.edu.my/index.php/JICTIE/article/view/9045 <p>Computational thinking (CT) has become an essential skill for students to develop in preparation for an increasingly digital world. CT is widely recognized as a fundamental literacy important for student success across disciplines. However, significant barriers exist to integrating CT initiatives in secondary grades due to packed curricula, assessments, lack of teacher preparation, and the perception of CT as an isolated skill. This narrative review aims to analyse secondary schools' major obstacles and the significant advantages they can attain in instituting computational thinking programs. A narrative analysis of recent literature synthesizes the two key themes, namely the barriers and benefits related to secondary CT integration to elucidate the necessary trade-offs, priorities, and costs to provide well-informed, equitable recommendations for implementing solutions. In summary, while the integration of CT in secondary schools is imperative for equipping students with future-ready skills, it requires addressing teacher misconceptions and structural barriers. Properly prioritized, CT literacy has the potential to revolutionize secondary education pedagogy and empower students to become proactive creators of technology.</p> Nur Nadhirah Ahamad Said, Hafizul Fahri Hanafi, Fatin Hana Naning, Muliyati Mat Alim, Ika Parma Dewi Copyright (c) 2024 Nur Nadhirah Ahamad Said, Hafizul Fahri Hanafi, Fatin Hana Naning, Muliyati Mat Alim, Ika Parma Dewi https://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.upsi.edu.my/index.php/JICTIE/article/view/9045 Mon, 13 May 2024 00:00:00 +0000