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Published by Unit Tadbir Urus dan Kewangan RMIC, 2024-03-19 21:34:46

Prosiding_EDU@INNOVATE_2023

Prosiding_EDU@INNOVATE_2023

Keywords: Edu@Innovate2023

| 253 E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Teacher Competence and Efficiency Intervention Programme (ACACIA) Zakiah Hanim binti Mohamad Toha*, Abdul Rahim bin Mohd Yunus, Yusof bin Kassim, Mohd Sham Salleh bin Mohd Rashidi, Norliana binti Jamaludin, Mior Ridzuan bin Riza *Jabatan Pendidikan Negeri Pahang, [email protected] Category: Innovative Product Abstract: The Multiple Intelligence Inventory (IKP) is a platform to identify the intelligence of various students at the secondary level through psychometric tests. Therefore, the Examination Board has built an instrument to look at the matter. IKP is an instrument used to help academic teachers recognise and understand students’ tendencies, interests, and potential. However, this IKP is a bit difficult to implement because it takes a long time to mark 200 items manually. In addition, the error in calculating the scores causes the IKP data to be inaccurate. This causes teachers to fail to produce individual and group analyses accurately and quickly. Thus, the Pahang State Education Department has built a digital platform called the Teacher Competence and Efficiency Intervention Program (ACACIA). This platform is able to rapidly generate data on 9 IKP constructs to see high, medium, and low scores to provide appropriate interventions in developing individual interests and potential. ACACIA functions as a platform that allows individuals to answer IKP and see the results and analysis individually and in groups in real time. ACACIA can display the analysis results for each measured construct. The data from this self-assessment will be used as a guide to make it easier for teachers or any party to design an appropriate intervention or motivational programme. Currently, a total of 236 teachers in the state of Pahang have implemented ACACIA as a trial run in several programmes implemented at the state and district levels. For the next stage, we hope that this platform can be used by all teachers to help schools improve the academic performance of students.


254 | E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Kit “KARKA KASADARA” Haahshini a/p Amirthalingam*, Paruwathy a/p Nathamuny, Shaleni a/p Paandiyan, Inthra a/p Sankar, Sharmini a/p Ramalingam *SJK(T) Sungkai, [email protected] Category: Innovative Product Abstrak: Penggunaan kit ”Karka Kasadara” bertujuan meningkatkan prestasi Serra dan menarik minat dan motivasi murid-murid Tahun 3 dalam meningkatkan kemahiran membaca Bahasa Tamil. Kit ”Karka Kasadara” merupakan bahan bantu belajar yang interaktif dan berbeza dengan idea baharu dalam bidang pendidikan. Kit ini merupakan kaedah pembelajaran yang bermakna dengan mengintegrasikan unsur permainan.


| 255 E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Smart Home Fire Alarm System Sana Kaiteri Yehambaram*, Kumarran a/l Rengganathan, Veeshika a/p Veran Vijai, Siddhaartini a/p Yogeswaran *SJKT Ladang Krian, [email protected] Category: Science, Mathematics and Technology Learning Abstract: The Smart Home Fire Alarm System was conceptualised based on the current frequent incidents of fire accidents all over the world, which are increasing year by year. It is commonly known that fire incidents at residential homes end up with death, severe injury, and property damages due to the lack of fire alarm triggering mechanisms, unoccupied homes during fire incidents, and lack of fire extinguishers. As such, we innovated the Smart Home Fire Alarm System, which will provide enhanced safety features in combatting disasters, such as residential fires, and reduce the probability of injuries or deaths. The system architecture mainly consists of five components: a microcontroller, flame sensor, smoke sensor, GSM module, and water sprinkler. The sensors act as input devices that give input data to the microcontroller, which then processes the information to decide whether there is a fire. The system is fully controlled by a microcontroller, and it will continuously monitor to check the input coming from the sensor devices and send a message (SMS) to activate the water sprinkler in case a fire is detected. The user can take immediate action to prevent fire from spreading. The Smart Home Fire Alarm System is a great innovation that brilliantly contributes towards the betterment of the general public’s socio-environment. The Smart Home Fire Alarm System provides an efficient solution and low-cost fire safety for homes. It is a conducive innovation that is beneficial to mankind and becomes a special enhancement from the existing system for home security purposes, where most house owners can afford to install and use this system.


256 | E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Jom Kira Gigi Monster Aznee Fazrein binti Ramli* *SK Malim Nawar, Perak, [email protected] Category: Early Childhood Learning Abstrak: Kajian ini bertujuan menambah baik amalan PdP pengkaji dalam menangani masalah penguasaan nombor 1 hingga 10 bagi murid prasekolah dalam Matematik Asas. Kajian ini dijalankan bagi menguji keberkesanan aktiviti “Jom Kira Gigi Monster” bagi membantu murid menguasai kemahiran asas mengira. Kajian ini melibatkan 5 orang murid PraFlamingo, SK Malim Nawar, yang terdiri daripada 3 orang murid lelaki dan 2 orang murid perempuan yang kesemuanya berumur 6 tahun. Kajian ini telah dijalankan selama dua bulan. Aktiviti ini dijalankan selama 30 minit semasa tunjang Matematik Asas dan dijalankan secara tiga peringkat. Keputusan penilaian ini adalah berdasarkan lembaran kerja, ujian dan instrumen pentaksiran, dan temu bual. Dapatan penggunaan aktiviti ini menunjukkan murid dapat mempertingkat penguasaan nombor 1 hingga 10 dengan berkesan, kreatif, dan pantas. Sepanjang aktiviti ini dijalankan, murid berjaya mempertingkat kemahiran asas lain seperti peningkatan kemahiran motor halus semasa melukis, menampal, dan menggunting. Selain itu, aktiviti ini juga memupuk daya fikir dan kreativiti murid dengan berimaginasi semasa menyusun semula bentuk-bentuk objek untuk menghasilkan muka monster.


| 257 E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Riang Ria Planeteria Fauziah binti Tukiman*, Siti Rahana binti Ismail, Ilyas bin Md Zani, Ayub bin Mahammad Nasarudin *Sekolah Kebangsaan Kampong Jawa, Segamat, Johor, [email protected] Category: Science, Mathematics and Technology Learning Abstrak: Permainan Riang Ria Planeteria merupakan satu inovasi permainan dam ular dan Jutaria. Permaninan ini terhasil apabila murid sukar menyebut nama planet dan sistem angkasa. Sifat murid yang suka bermain dan ingin menang dalam satu permainan direalisasikan melalui permainan interaktif ini, selain menimbulkan rasa seronok sambil belajar. Murid berusaha untuk mengingati fakta supaya boleh menang dalam permainan ini. Permainan ini boleh digunakan dalam subjek Sains dan Bahasa Inggeris mengikut keseuaian.


258 | E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Mesin Pengering dan Pewangi Kaki Fauziah binti Tukiman*, Siti Rahana binti Ismail, Muhammad Sufi Marzuq Ahlam bin Abdul Muqit, Muhammad Naufal Hadif bin Mohamad Helmi *School, [email protected] Category: Innovative Product Abstrak: Proses Pengajaran dan Pembelajaran berlaku di dalam dan di luar bilik darjah. Proses pengajaran dan pembelajaran di dalam bilik komputer atau pusat sumber sekolah yang menggunakan penyaman udara memerlukan murid membuka kasut. Dengan keaadaan stoking yang lembap akibat aktiviti luar kelas seperti Pendidikan Jasmani, bau yang kurang enak akan terhasil apabila semua murid yang berstoking memasuki bilik tersebut. Bau ini menyebabkan semua yang berada di dalam bilik yang mempunyai penyaman udara akan berasa tidak selesa. Maka, Mesin Pengering dan Pewangi terhasil melalui pasukan inovasi Sekolah Kebangsaan Kampong Jawa Segamat untuk mengatasi masalah tersebut.


| 259 E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Prisma Interaktif Wong Poh Yee* *SJK Chung Hua Batu 10, PPD Padawan, Kuching, Sarawak, [email protected] Category: Early Childhood Learning Abstract: 21st-century learning recognises that young minds need more than traditional rote memorisation; they require an engaging, interactive approach that fosters a love for learning from an early age. For preschoolers, the journey of acquiring language skills is a critical cornerstone of their educational development, and the key to unlocking a child’s potential lies in providing them with engaging hands-on experiences. Recognising the importance of this formative stage, “Prisma Interaktif” is designed to make learning Malay syllables and words enjoyable and engaging for young children. Comprising three boards, Prisma Interaktif assembles into an upright prism when unfolded. Each board is crafted to engage children in a variety of interactive games and activities. The initial board showcases an array of Malay KVKV syllables, empowering children to creatively combine them into meaningful words. The second board invites children to reinforce their reading skills through an engaging “Spin the Wheel” game. Meanwhile, the third board features stimulating word searches and convenient pocket charts, encouraging the construction of sentences. This innovative tool makes the process of learning Malay an exciting and collaborative adventure. Prisma Interaktif leverages the power of play to encourage children to learn to read Malay syllables and words. Through hands-on activities, collaborative games, and immersive experiences, children are not just learning; they are actively participating in their own education. This approach not only enhances language acquisition but also promotes critical skills like problem-solving, teamwork, and creativity. Some of the standout features of Prisma Interaktif are its adaptability and flexibility. It is designed to cater to diverse learning styles and different learning group sizes, ensuring that every child can learn at their own pace. Another standout feature is its emphasis on collaboration. The teaching aid encourages peer-to-peer learning, allowing children to work together and explore the language in a supportive environment.


260 | E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Mesin Menaikkan Bendera Automatik Mudah Alih Kawalan Jauh Nur Alya Syaqireen binti Saiful Adly*, Qaisarra Sofea binti Mohamad Pahlavi, Nur Insyirah Adni binti Azrulhisyam, Mariya Batrisyia binti Abu Hurairah, Puteri Arabella Qalesya binti Asrizal, Nur Airis Jasmin binti Muhammad Shakil, Nur Rabiahtul Adahwiah binti Abd Aziz, Zafirah Raihanah binti Mohd Azaharai. Nurul Hani binti Abdul Hamid, Supian bin Hashim *SK Canossian Convent, [email protected] Category: Innovative Product Abstrak: Sejak sebelum merdeka hingga kini, menaikkan bendera pada tiang bendera di sesuatu premis seperti bangunan-bangunan kerajaan, sekolah-sekolah, dan kedai-kedai dilakukan secara manual oleh seseorang. Ini bermakna seseorang perlu berada di bawah tiang bendera, memegang tali bendera, seterusnya menarik tali bendera ke bawah bagi menaik dan menurunkan bendera pada tiang tersebut. Keadaan ini masih berlaku saban tahun ketika sambutan Hari Kemerdekaan Malaysia di Dataran Merdeka, Kuala Lumpur, mahupun ketika menaikkan bendera negara-negara yang berjaya menerima pingat dalam kejohanan sukan peringkat antarabangsa. Tugasan ini boleh dipermudahkan dengan menggunakan mesin yang dikenali sebagai Mesin Menaikkan Bendera Automatik Mudah Alih Kawalan Jauh. Menaik dan menurunkan bendera dengan menggunakan mesin ini adalah lebih mudah, cepat, menggunakan sedikit daya, mesra pengguna, dan boleh dikendalikan oleh individu tanpa mengira umur secara automatik. Oleh itu, kerja menaik dan menurunkan bendera boleh dilakukan berulang kali tanpa perlu memegang tali bendera, mendongak ke atas untuk memerhati kedudukan bendera dengan kadar kepantasan yang boleh dilaras, dan menjimatkan tenaga manusia. Mesin Menaikkan Bendera ini boleh dibawa ke mana-mana dan dipasang pada tiang bendera sama ada dalam dewan mahupun di luar bangunan seperti tapak perhimpunan atau padang. Inovasi ini telah dihasilkan oleh ahli-ahli Persatuan Sains dan Matematik, SK Canossian Convent, Segamat, Johor bagi mengaplikasikan ilmu pengetahuan tentang mesin ringkas dan mesin kompleks dalam mata pelajaran Sains serta Reka Rentuk dan Teknologi (RBT) Tahun 6. Projek inovasi ini dinamai Mesin Menaikkan Bendera Automatik Mudah Alih Kawalan Jauh yang terangkum dalam inovasi STEM.


| 261 E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 3TechMC Fatimah Zahni binti Abdul Malek*, Ts. Eliana binti Alias, Ts. Hj. Mazlan bin Seli *Kolej Vokasional Setapak, [email protected] Category: Technologies in Learning Abstrak: Kawalan motor ialah satu sistem yang terdiri daripada gabungan beberapa komponen yang bertujuan mengawal pergerakan motor elektrik sama ada satu fasa atau tiga fasa. Antara fungsi kawalan motor ialah menghidupkan dan menghentikan sesebuah motor elektrik satu fasa atau tiga fasa, mengelakkan motor berhenti dengan sendiri jika bekalan terputus, menghidupkan motor secara berperingkat, dan mengendalikan motor tersebut dengan terkawal dan selamat serta boleh dikawal dengan kaedah remote control (kawalan jauh). Motor boleh dihidup atau dihentikan dengan menggunakan tiga komponen berteknologi iaitu menggunakan contactor, soft starter atau Programmable Logic Controller (PLC). Ketiga-tiga komponen elektrik ini merupakan elemen asas dan penting dalam bidang Kejuruteraan Kawalan serta dalam Revolusi Industri, yang digunakan dalam industri berkaitan elektrik dan mekanikal. Walau bagaimanapun, kefungsian komponen-komponen ini adalah sama mengikut kesesuaian jenis penggunaan dan tempat serta digunakan untuk menggerakkan motor sama ada motor AC/DC satu fasa atau motor AC tiga fasa. Oleh itu, pelbagai kajian telah dijalankan bagi mencari jalan penyelesaian terbaik untuk menghasilkan satu inovasi yang boleh membantu memudahkan proses PdP di institusi-institusi TVET berkaitan teknologi elektrik. Hasil daripada kajian yang dijalankan ini, satu inovasi dapat dihasilkan, yang berkait rapat dengan Revolusi Industri dan memudahkan proses pengajaran dan pembelajaran secara praktikal. Hasil inovasi ini dapat dibuktikan dengan keputusan peperiksaan pelajar yang lebih baik dan cemerlang setelah menggunakan set inovasi ini. Inovasi ini amat sesuai diaplikasikan untuk pengajaran dan pembelajaran (PdP) di kolej atau institusi latihan TVET, serta dalam situasi sebenar dalam industri. Dengan penggunaan set ini, ruang kerja dan penyimpanan dapat diminimumkan serta mudah diselenggara di bengkel kolej atau institusi latihan TVET. Penggunaan tenaga solar pada set ini dapat memberikan kelebihan dari sudut penjimatan elektrik dan membolehkan penggunanya membawa set ini ke mana-mana untuk proses demonstrasi dan tunjuk cara. Set projek ini amat bermanfaat kepada para pelajar selepas tamat pengajian, terutamanya bagi yang menceburi bidang pekerjaan berkaitan dengan kawalan motor, penggunaan PLC, dan reka bentuk sistem kawalan.


262 | E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Dam 32 Langkah Putih Bercahaya Mariya Zahraa binti Abu Hurairah*, Nur Batrisyia Hazwani binti Hazuli, Grace Seah Zi Qian, Lim Syuen Yu, Zara Nur Iman binti Baharuddin, Tasneem Khumairah binti Mohd Nor Saidil, Wan Aisyah Humairah binti Wan Azrul Haffiz, Nur Aliya Damia binti Norazmi, Nurhaziq Haikal Najmie bin Norazi, Supian bin Hashim *SK Canossian Convent, [email protected] Category: Assessment and Evaluation Abstrak: Pelbagai jenis kad permainan telah dijual di pasaran seperti Sahibba, Saidina, Monopoly, UNO, Donkey, dan kad-kad permainan yang lain. Begitu juga permainan dam seperti dam ular. Sayangnya, kebanyakan kad permainan dan dam ular yang telah dihasilkan itu hanya bertujuan sebagai hiburan semata-mata. Bertindak melakukan transformasi dalam PAK21, Persatuan Sains dan Matematik, SK Canossian Convent telah menggembleng idea dan pemikiran dengan menggabungkan dua elemen, iaitu permainan dam dan penggunaan kad-kad, sehingga terhasilnya Dam 32 Langkah Putih Bercahaya. Objektif utama penghasilan Dam 32 Langkah Putih Bercahaya adalah untuk mengubah cara belajar dan mengulang kaji pelajaran konvensional dengan membaca buku atau nota kepada belajar secara berpasangan atau kumpulan dalam bentuk permainan yang menggabungkan elemen dam dan kad. Dam 32 Langkah Putih Bercahaya telah berjaya merealisasikan pengajaran dan pembelajaran Sains Tahun 3 bagi tajuk gigi secara didik hibur (fun learning) dan pendekatan belajar melalui bermain (play and learning), yang telah disarankan oleh Kementerian Pendidikan Malaysia. Kesannya, motivasi murid untuk belajar dan mengulang kaji pelajaran semakin meningkat. Selain itu, inovasi ni telah memudahkan murid mengingati jenis-jenis gigi dan fungsinya. Secara tidak langsung, Dam 32 Langkah Putih Bercahaya telah merancakkan lagi penghasilan ABM yang memberikan manfaat kepada pendidikan negara.


| 263 E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Maths–Rathon Qaisarra Umyra binti Mohamad Pahlavi*, Nur Batrisha Adriana binti Zulkarnain, Aisyah Humairah binti Mohd Shafie, Nur Alya Zahireen binti Saiful Adly, Ziya Hannan binti Mohd Zaki, Aisyah Dhia Inara binti Abdul Hafiz, Airis Ariana Keysha binti Mohd Izwan, Supian bin Hashim, Norazlina binti Mat Ali, Nor Fatihah binti Abdullah *SK Canossian Convent, [email protected] Category: Assessment and Evaluation Abstrak: Maths-Rathon merupakan inovasi yang dihasilkan sendiri oleh pelajar bagi membantu mereka mahir dalam sifir. Sebelum inovasi ini dicipta, biasanya pelajar merujuk buku sifir dan membacanya secara berulang-ulang bagi mengingati sifir. Kaedah merujuk buku sifir dan membaca berulang-ulang kali sangat membosankan pelajar. Tambahan pula, selepas mereka menghafal sifir, mereka memerlukan orang lain untuk menyoal agar dapat mengukuhkan ingatan mereka. Dengan gemblengan idea dari pelajar ke pelajar, penggabungan permainan dam ular dan sebahagian idea permainan Saidina, maka terhasillah Maths-Rathon yang bertujuan mentaksir penguasaan murid bagi operasi darab (Matematik) secara lisan dan bertulis dalam bentuk permainan santai. Maths-Rathon dimainkan seperti bermain dam ular. Setiap pemain akan melambungkan dadu dan bergerak mengikut nombor dadu. Jika dadu menunjukkan empat, pemain perlu bergerak empat langkah. Sekiranya pemain berada pada petak yang mempunyai operasi darab yang tercacat pada petak berkaitan, mereka perlu menjawab soalan yang dikemukakan. Markah akan diberikan mengikut jawapan yang tepat. Jika pada petak tercatat 2 x 9 dan pemain berjaya menjawab 18, maka markah yang diperoleh adalah 18. Pada petak-petak terdapat beberapa petak yang ditulis ”MATH TIME”. Pemain yang berada di petak ini perlu mengambil soalan kad cepumas yang disediakan. Mereka yang berjaya menjawab soalan ini digandakan markah mereka. Permainan ini boleh dilaksanakan untuk set induksi, penutup, aktiviti PdP atau penilaian PBD. Peserta yang mengumpul markah terbanyak dikira sebagai pemenang.


264 | E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Autonomous Cooling and Monitoring System With IOT Application Haryani Marshida bt. Hashim*, Azlin bt. Zainuddin, Muhammad Anas Mirza bin Noorazam, Muhammad Hafiz Irfan Norpakidin, Muhammad Izzuddin bin Rosidillah, Muhammad Nurhaikal Putra bin Ismail, Muhammad Izmal Hisham bin Samsol, Muhammad Hariz Ershad bin Rahim, Nur Izzah Aqillah bt. Mohd Rizal *Sepang Vocational College, [email protected] Category: Innovative Product Abstract: The Malaysian industry has widely used the Building Management System (BMS). This system aims to monitor and control the building management system, especially those involving the air conditioning system’s control. To prepare students’ ability to understand the concept of BMS, the subject of Direct Digital Control (DDC) has been introduced in the Malaysian Vocational Diploma (DVM) learning syllabus for the Refrigeration and Air Conditioning Technology (PPU) course. This project has applied DDC in the BMS system by making a simple model of temperature, humidity, and light intensity detection and automatic control using a microcontroller. This microcontroller will receive input from the sensor and process the information to control the fan speed, LED lights, and LED display. For monitoring purposes, this system is connected to a website displaying the status of the temperature, humidity, fan rotation level, and LED lights. This monitoring system is a simplified model of the BMS monitoring system found in the industry. The system is also equipped with a remote-control device to control the fan speed and remotely obtain temperature and humidity readings. This system has been successfully developed and applied to DDC, including the Internet of Things (IoT).


| 265 E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Kit PiCaPu Mohammad Irfan Mustaqim bin Ariffin*, Salwani binti Hassan, Nur Sarina binti Mohd Sadri Rosnah binti Amir, Noorsyahida binti Mhd Suhaimi, Nurul Nadwah binti Khalid, Mohd Ridzuan bin Fuad *SK Methodist ACS Kampar Perak, [email protected] Category: Innovative Product Abstrak: Kajian inovasi ini dijalankan bagi meningkatkan kemahiran menggunakan media basah murid, terutamanya bagi murid yang mempunyai masalah di SK Methodist Acs Kampar Perak. Kajian ini juga bertujuan mengkaji masalah murid yang sukar dan tidak berminat menggunakan media basah sebagai bahan untuk menghasilkan karya lukisan. Berdasarkan pemerhatian awal, segelintir murid tidak mahir menggunakan cat air dan tidak berminat. Perkara ini disokong oleh dapatan pemerhatian yang telah dicatatkan oleh pengkaji. PiCaPu ialah singkatan daripada perkataan Picit Calit Sapu. PiCaPu ialah satu set kit mewarna yang menggunakan cat air sebagai bahan utama. Kit PiCaPu ialah satu kit yang mempunyai set lengkap untuk mewarna dan mempunyai templat dan manual tentang cara mewarna menggunakan cat air. Inovasi PiCaPu ini dicipta untuk membantu guru dan murid bagi memudahkan proses menggunakan media basah dalam penghasilan karya. Penggunaan PiCaPu bertujuan mempercepat proses menggunakan media basah dan membantu sesebuah karya yang dihasilkan itu mempunyai kualiti dari aspek estetika dan nilai. Manfaat daripada inovasi ini ialah penjimatan masa murid dan guru semasa PdPc berlangsung. Inovasi ini juga dapat memudahkan kawalan sapuan cat dan juga ton warna. Templat lukisan berserta manual juga disertakan sebagai satu panduan kepada murid untuk menghasilkan karya. Kajian ini banyak membantu murid dalam subjek Pendidikan Seni Visual. Namun, dapatan daripada para guru yang telah mencuba produk ini mengatakan bahawa produk ini mempunyai potensi yang tinggi dan boleh dijadikan sebagai satu produk yang boleh dikormersialkan. Hasil dapatan para guru juga mengatakan bahawa PiCaPu membuatkan murid menjadi lebih berminat untuk menggunakan media basah sebagai medium untuk melukis dan mewarna.


266 | E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Easy Draw Delisya Qaisara binti Mohd Ridzuan*, Mohd Ridzuan bin Fuad, Nur Aisha binti Abdul Rani, Zara Annur Aisyah binti Zainal, Nur Hadhirah binti Zaiham, Mohammad Irfan Mustaqim bin Ariffin, Rania Annur binti Mohd Azrul, Siti Qurratul Ayn bt. Azahari, Kishendra Maran a/l Manimaran, Muhammad Razin Iman bin Mohd Saifuddin *SK Methodist ACS Kampar, [email protected] Category: Innovative Product Abstrak: Masalah utama yang menyebabkan hilangnya minat melukis dalam kalangan murid sekolah rendah dan sekolah menengah adalah disebabkan mereka tidak mahir melukis dan tidak mahir untuk meniru gambar. Oleh yang demikian, kami telah mencari alternatif untuk memudahkan murid-murid melukis dengan cara yang amat mudah. Produk inovasi kami diberi nama Easy Draw. Produk ini menggunakan bahan terpakai dan tidak melibatkan sebarang kos. Kami menggunakan kotak terpakai dan skru serta sebatang pensel. Sasaran kajian kami adalah kepada semua murid yang tidak mahir melukis, terutamanya murid yang mempunyai kadar banding lukisan yang lemah. Namun, fokus kami lebih kepada murid-murid di SK Methodist ACS. Inovasi kami amat mudah digunakan dan boleh digunakan dimana-mana sahaja. Semua gambar boleh ditiru dan produk ini membantu murid melukis berdasarkan nisbah dan kadar banding yang betul. Gambar juga boleh dilaraskan saiz. Kita boleh besarkan gambar atau kecilkan saiz gambar yang hendak dihasilkan. Antara kelebihan produk inovasi kami ialah penjimatan masa untuk menghasilkan lakaran. Easy Draw juga membantu murid yang lemah melukis supaya dapat melukis dengan baik mengikut kadar banding yang betul. Easy Draw juga ialah satu produk yang mesra alam kerana produk ini menggunakan bahan terpakai. Apabila murid mahir melukis, hasil karya yang murid hasilkan juga akan bertambah baik dan perkara ini membolehkan karya tersebut dijual. Oleh itu, produk inovasi Easy Draw ini sememangnya mempunyai potensi untuk diperluas dan boleh dipasarkan kerana produk ini tidak terhad kepada murid sekolah rendah, malah semua peringkat umur boleh menggunakan produk ini.


| 267 E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Sejarah The Legend of Heroes Dahlina binti Kamat*, Muhammad Dzu Izz bin Mohd Hafeez Azad, Dalya bt. Md Tahir, Nur Amalina binti Suratman, Putri Nur Irdina Insyirah binti Mohd Hamdan, Nur Nasrin binti Mohd Hafeez Azad, Dinie Shaza binti Sudirman, Qaleef Rayyan bin Qusyairy, Mohamad Aisy Fahim bin Mohamad Azim, Arissa Qaisara binti Ahmad Hafiz *SK Jementah Segamat, [email protected] Category: Technologies in Learning Abstract: The development of education is often linked to generational change. Gamification and gamebased learning, which involves the use of augmented reality applications in the field of education, are gaining more attention due to the potential of this technology to make the learning process easier to understand and attract students' attention. However, its implementation in the History subject is not yet widespread and indirectly does not provide many empirical reports about its effectiveness. This innovation is produced by combining card gamification, augmented reality technology, and mobile games. The use of cards will display pictures or questions related to history, and the user will guess using a smartphone to get the answer. The interesting features of this game are that users can play it anywhere, collect the highest score, and share it with friends. Therefore, one of the appropriate approaches to learning features in the 21st century is through gamification. This game-based learning (Augmented Reality) makes the teaching and learning process (PdPc) more interactive and can improve the quality of national education.


268 | E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Inovasi G-NOMALA Lokman bin Ramdan Mohamed*, Zuraidi Aminuddin bin Abu Bakar *SMK Sultan Azlan Shah, [email protected] Category: Innovative Product Abstrak: Inovasi Grid Nombor Asas Lapan (G-NOMALA) digunakan dalam sesi Pembelajaran dan Pemudahcaraan (PdPc) mata pelajaran Asas Sains Komputer (ASK) Tingkatan Dua bagi meningkatkan kemahiran murid dalam topik petukaran nombor perlapanan kepada nombor perduaan dan sebaliknya. G-NOMALA dihasilkan daripada sekeping kertas sebagai tapak utama, pembaris kertas, roda kertas yang diberi nama Roda Oktal serta ciptaan lagu yang diberi nama Lagu Nombor Perlapanan yang menggunakan irama asal daripada lagu Air Pasang Pagi. GNOMALA terdiri daripada 5 stesen yang menggabungkan elemen didik hibur, permainan serta pengujian pengetahuan murid secara interaktif dan inovatif. G-NOMALA mudah untuk dibina dan dibawa selain kos penghasilannya yang murah. Projek inovasi ini menggunakan metodologi soal selidik, ujian pra dan ujian pasca. Model PDCA juga digunakan dalam membangunkan inovasi GNOMALA. Aplikasi inovasi G-NOMALA dalam bilik darjah membuktikan impak yang positif berdasarkan ujian pra dan pasca yang dilaksanakan oleh guru di samping berjaya meningkatkan keseronokan dan minat murid dalam PdPc, sekaligus memastikan objektif pembelajaran tercapai. Dapatan soal selidik yang diedarkan juga menunjukkan G-NOMALA diterima dengan baik oleh murid apabila semua item menunjukkan skor min pada tahap tinggi. Selain itu, inovasi ini juga telah berjaya memastikan semua murid mencapai Tahap Penguasaan 3 (TP3) dalam Pentaksiran Bilik Darjah (PBD) yang dijalankan guru semasa sesi PdPc berlangsung bagi topik yang ditaksir ini. Di samping itu, G-NOMALA dibangunkan untuk meningkatkan keupayaan murid dalam PdPc bagi murid yang lemah dan mengalami kesukaran menghafal jadual nombor perlapanan yang terdapat dalam buku teks. Inovasi G-NOMALA ini juga boleh digunakan dalam proses PdPc Matematik Tingkatan Empat bagi pertukaran nombor asas lapan kepada nombor asas dua dan sebaliknya dalam topik pertukaran nombor suatu asas kepada nombor asas yang lain.


| 269 E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 PROJECT X Nur Farzana Irsalina binti Mohd Faizul*, Quzzandria Dania binti Zohairi, Nurulaien binti Sulaiman, Syahiera binti Mashayikh, Nazira binti Rosman, Nur Hanan binti Mohd Hanapiah, Aqif Alfiras bin Hashim, Muhammad Eiman Danial bin Jamil, Ayyatul Husna binti Mohd Kairul Affendy, Uzaur Razeen bin Azreel Izat, Raudatul Inarah binti Md Azhari *SK LKTP Medoi, [email protected] Category: Innovative Product Abstract: Project X is a card game produced to facilitate Year 6 Science learning on the topic of Extinct and Endangered Animals. Project X game cards are teaching aids that are able to increase student motivation to learn in a relaxed manner through entertaining, educational activities or set induction, as well as a tool to measure the level of student mastery after teaching and learning activities. The Project X Game cards can also help teachers achieve teaching objectives easily through the use of teaching aids and realise the 21st-century learning goals during teaching and learning. Through the Project X Game cards, students can also build their own learning aids for subjects other than Science and add more school resources.


270 | E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Notation Music Game Nur Irdina Batrisyia binti Azani*, Nur Fatin Maisarah binti Faizal, Nur Jasmin Najwa binti Abdullah *SMK Dato' Bentara Dalam 85000 Segamat, [email protected] Category: Innovative Product Abstract: This innovation in the subject of Music Education is a teaching aid to learn the basics of notation. This Music Notation Game is designed using easily found materials, such as recycled or reused materials. The main purpose of this innovation is to open the public view that design is easy and realise 21st-Century Education (PAK21). The four objectives of the Music Notation Game are to make it easier for students to get to know, master, and write music notation with a learning-whileplaying method, to train students to play rhythmic patterns according to the tempo in a relaxed manner, to help non-optional teachers understand and know the basics of notation, and as a leisure game at home with the family. With the creation of this Music Notation Game, teaching and facilitation become more relaxed and fun in line with the requirements of Standard 4 of the Malaysian Education Quality Standard wave 2 (SKPMg2). In addition, it can improve students' mastery of reading and writing musical notation. Students can also write and recognise note types, note values, and rest marks more easily, as well as understand and play rhythm patterns. This notation game is produced to facilitate the teaching and learning of Music Education. The production of this notation game allows students to learn while playing.


| 271 E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 UASA Writing: ChatGPT to The Rescue Vatsala a/p Tamil Selvam*, Sri Latha a/p Demado, Thneswary a/p Ponniah *Universiti Kebangsaan Malaysia, [email protected] Category: Pedagogy and Curriculum Abstract: ChatGPT offers fresh insights into the potential of enhancing the quality of writing skills for pupils from all walks of life around the globe. This study briefly explores the effectiveness of utilising ChatGPT as a tool to assist students with limited proficiency in composing sentences by using Qcards containing guided questions. With writing being a fundamental skill, pupils face challenges in constructing coherent sentences. Leveraging the capabilities of ChatGPT, an advanced language model, this research investigates the impact of AI-powered guidance in enhancing sentence formation among low-proficiency pupils. Pupils will be selected through purposive sampling using their assessment marks in Parts 6 and 7 of the Ujian Pertengahan Sesi Akademik (UPSA) assessment. According to the Year 5 Dokumen Standard Kurikulum & Pentaksiran (DSKP), pupils should be able to communicate basic information intelligibly for a range of purposes in print and digital media. However, during assessments at school, pupils lack ideas and vocabulary and have problems constructing sentences. Besides that, they also lack writing practice. Therefore, this paper focuses on how the Q-cards with ChatGPT's real-time feedback and suggestions can improve writing skills and boost the confidence of pupils with low proficiency in constructing sentences during assessment.


272 | E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 SVAP: To Improve Subject-Verb Agreement Learning in Writing Among ESL Learners Indirani a/p Subramaniam*, Muhammad Farhan bin Mohd. Yazid, Hanan Alya bt. Hasan Zhuri *Universiti Kebangsaan Malaysia, [email protected] Category: Pedagogy and Curriculum Abstract: English language education is planned and delivered globally and has undergone significant change during the past three decades. Innovation in English language instruction and learning can be viewed as a new teaching approach. Hence, the growth of digital learning tools and web applications in today's globalised world has benefited teachers and learners, bringing the use of language games and interactive activities to a cutting-edge platform for learners to engage in lessons. The web application “SVAP”, presented in this paper, is used for interactive learning in writing sentences based on SVAP rules. The programme can be used as a stand-alone web application, a component of a larger distant learning system, or as an addition to conventional learning. With the development of technologies, the method of transferring knowledge has evolved over time. One of the approaches applied in this web application is “blended learning”, which refers to an educational strategy that mixes e-learning strategies with traditional education strategies when the teacher interacts with pupils. This SVAP application has been introduced to upper primary school learners in Melaka and Pahang and lower secondary school learners in Kelantan, who are also the research participants. In order to help ESL learners write better, this study aims to investigate the use of web applications as a tool for learning grammar, specifically Subject-Verb Agreement (SVA). This study implements the Design and Development Research Model using a mixed-mode method. The post-test results show that the learners are able to construct a simple sentence based on SVA rules.


| 273 E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 PWC Kit Sia How Kee*, Lau Huai Ling, Wong Ang Na *SMK Bandar Sarikei, [email protected] Category: Science, Mathematics and Technology Learning Abstract: This innovation is carried out to facilitate Form 1 Science students to investigate the addition of primary colours to form secondary colours. In addition, this PWC kit provides an opportunity for all students to actively engage in the learning process, thereby increasing the fun of the teaching and learning process and indirectly increasing its effectiveness. The cost of the PWC Kit is low and affordable. The product is not yet available in the market. With this simple equipment, all students can engage in activities to investigate the addition of primary colours to form secondary colours. The PWC Kit is compact, portable and easy to handle, which enables this activity to be carried out outside the science laboratory. Hands-on and comprehensive student engagement can increase the enjoyment of learning and thus increase the effectiveness of the teaching and learning process.


274 | E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Pineclean Water Siti Nazirah binti Abu Bakar*, Dania Batrisya binti Zamilan, Nur Aqilah binti Nor Hisham, Annur Aishah Safiyyah binti Mohd Syukur *MRSM ATM Bera, [email protected] Category: Science, Mathematics and Technology Learning Abstract: PineClean is an innovative project that aims to provide clean water by harnessing the power of pineapple waste. We present an innovative approach that repurposes pineapple waste as activated carbon for water filtration, addressing the critical need for clean water while promoting environmental sustainability. Water contamination and limited access to clean water are pressing challenges faced by many communities. In response, PineClean focuses on utilising pineapple waste, a byproduct of the pineapple industry, to create activated carbon for water filtration. By transforming waste into a valuable resource, PineClean contributes to sustainable waste management and reduces the environmental impact of agricultural residues. The unique proposition of PineClean lies in the cost-effectiveness of its approach. Pineapple waste is abundantly available in regions with pineapple cultivation or processing, potentially reducing production costs and making the water filter system affordable and accessible to communities with limited resources. Thus, PineClean offers an innovative and sustainable solution to the global challenges of clean water access and waste management. By repurposing pineapple waste as activated carbon, our project presents an effective, affordable, and eco-friendly water filtration system that has a transformative impact on communities and societies.


| 275 E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Removal of Cu(II) from Aqueous Solutions by Using Sulphuric Acid Treated Annona Muricata Seeds Nurul Amira binti Abu Bakar*, Ahmad Fairul bin Ahmad Azhar, Farish Adham bin Syamsul Anwar *MRSM ATM Bera, [email protected] Category: Science, Mathematics and Technology Learning Abstract: This work presented the potential of Annona muricata seed powder as an adsorbent to adsorb Cu(II) in an aqueous solution. We present an innovative approach that uses Annona muricata seed powder to adsorb Cu(II) by treating it with sulphuric acid to enhance its adsorbent capabilities and properties. Experimental conditions, such as contact time, adsorbent dosage, pH, and initial Cu(II) ion concentrations, all of which could affect Cu(II) ion adsorption, were studied in batch experiments. The pHzpc and pHslurry value of SA-AMSP were 4.50 and 5.46, respectively. The maximum adsorption for metal was found at pH 6, with 17.98 mg/g. The adsorption equilibrium was established after 40 minutes. Adsorption of Cu(II) increased as the initial metal concentration increased. The adsorption kinetics was successfully described by the pseudo- second-order model and showed the best fitting with (R2=0.922). It was found that the adsorbent fits well with the Langmuir isotherm equation. The maximum adsorption capacity for Langmuir isotherm was found at 187.83 mg/g.


276 | E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Mudahnya AtAm (Ayat Tunggal Ayat Majmuk) Mohamad Amirul Husni bin Mohd Nasir*, Siti Nor Fazira binti Suud, Hazimah binti Mohamad, Maisarah binti Sabri, Qistina Athiffah binti Ahmad Sabri *Sekolah Kebangsaan Pendidikan Khas Kuantan, [email protected] Category: Innovative Product Abstrak: Inovasi ini dijalankan dengan tujuan mengkaji masalah kesukaran Murid berkeperluan Pendidikan Khas (MBPK) kategori masalah pembelajaran dan ketidakupayaan pendengaran dalam mengenal pasti dan membina ayat tunggal dan ayat majmuk secara mekanis dalam Bahasa Melayu. Objektif utama inovasi ini adalah untuk mengenal pasti masalah murid berkaitan ayat tunggal dan ayat majmuk. Hal ini yang demikian kerana kebanyakan MBPK masih kurang mahir dalam mengenal pasti dan membezakan ayat tunggal dan ayat majmuk serta tidak berupaya membina ayat tersebut dengan baik. Dalam pelaksanaan inovasi ini, pengkaji menggunakan instrumen temu bual dan pemerhatian sebagai data sokongan. Inovasi ini telah dijalankan di salah sebuah sekolah di daerah Kuantan yang melibatkan kelas Tahap 2 masalah pembelajaran dan ketidakupayaan pendengaran. Pemilihan sampel ini dibuat berdasarkan kredibiliti serta memenuhi kehendak yang dikehendaki oleh pengkaji. Pelaksanaan inovasi ini juga bertujuan memperkenalkan kaedah mudah kepada guru untuk mengajar dan kepada murid untuk belajar dengan lebih mudah berkaitan ayat tunggal dan ayat majmuk serta mengambil masa yang singkat untuk memahami topik ini. Setelah inovasi ini diperkenalkan, perbandingan dapatan ujian pra dan ujian pasca menunjukkan satu peningkatan yang ketara, dan dapatan ini menunjukkan bahawa inovasi yang dihasilkan berupaya membantu murid memahami ayat tunggal dan ayat majmuk dengan lebih baik. Oleh itu, kewujudan teknik mudah dan kaedah yang menyeronokkan dalam proses PdP menjadikan murid lebih tertarik untuk belajar dan tidak mudah bosan.


| 277 E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 MySPT Patrick Duffy Bayuong*, Angela Felix Arip *SK Long Busang, [email protected] Category: Assessment and Evaluation Abstract: In the context of English grammar teaching and learning in Malaysian primary schools, English tenses are one of the core contents that learners should learn. Nevertheless, some primary school learners in rural areas in Sarawak, Malaysia, are challenged with learning tenses to the fullest due to language learning resource-based factors. Therefore, a language teaching and learning-based innovation called MySPT was developed to improve rural primary school pupils’ writing in simple past tense at the simple sentence level. Action research was conducted to explore the effectiveness of this innovation. A total of 24 Primary 4 pupils, regardless of gender, from a rural national primary school in Belaga District, Sarawak, were selected as the respondents in this action research. They were given two sets of worksheets (assessment in context), each at pre-test and post-test, and a set of questionnaires after the post-test. The results accentuated that there were increments in pupils’ usage of English verbs in simple sentences, correctly and appropriately. Based on the survey conducted on the pupils, the data connoted that most pupils gave positive perceptions towards MySPT in improving their usage of English verbs in simple sentences. The MySPT template will benefit English language teachers in teaching writing simple past tense to their learners at the simple sentence level, and it can also be an assessment and evaluation tool for writing.


278 | E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Solar Clock Mohd Azmir bin Mohd Khalid*, Abdullah Wafiy Hud bin Shahir, Meor Muhammad Danial bin Mohd Redzuan, A'Isyah Humaira binti Ahmad Ikram, Nur Qaseh Nadiya binti Sahrul Riduan *Sekolah Kebangsaan Dato' Kamaruddin, [email protected] Category: Innovative Product Abstrak: Projek inovasi yang dihasilkan ialah inovasi bagi penjimatan tenaga. Inovasi ini merupakan penghasilan jam dinding sedia ada yang menggunakan bateri pada sistem solar. Inovasi ini dilengkapi dengan kabel sejauh 5 meter yang dapat dipasang di mana-mana bilik, kelas ataupun ruang. Inovasi ini menggunakan panel solar, Lithium Battery Charger Modul, wayar, suis dan pemegang bateri. Panel solar akan menjana aliran arus berterusan melalui bateri untuk mengecas bateri yang disambung ke jam dinding yang juga dilengkapi dengan panel pengecas bateri mudah alih yang dapat menghalang kerosakan pada bateri daripada pengecasan berlebihan. Penggunaan inovasi ini secara berterusan dalam jangka masa yang lama mampu menjimatkan tenaga bateri sekali gus dapat menjimatkan kos perbelanjaan.


| 279 E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023 Sabdariffa Soap Shakila Zaza binti Kamuni*, Nizawati binti Abu Bakar, Siti Nur Aisyah binti Shahrul Malik, Norliza binti Che Omar, Azaim Zharfan bin Nor Asrul, Muhammad Syaiful Al Haikal bin Syaiful Alimin, Nur Syifa Azalia binti Ghazali, Qisya Eirdeena binti Sahafarizal, Siti Aisyah binti Saifull Azuan, Muhammad Ashraf bin Muhammad Basir, Nazief Arfan bin Najiyullah *SK Dato' Ishak, [email protected] Category: Innovative Product Abstract: Roselle has been selected as one of the main productions (the school trademark for the production of products based on Roselle plants for SK Dato' Ishak). This Roselle plant is a long- term project in an effort to maintain the greenery of the school area and will be an entrepreneurial project for the students of the SK Dato' Ishak. In general, this project is also one of the learning- based projects (PBL) with the concept of KmR-Kefahaman melalui Reka Bentuk (Understanding through Design). All activities under this project will be implemented through a modular approach by combining two subjects, Science and Mathematics. Roselle, or its scientific name Hibiscus Sabdariffa, is an herbal plant that has various benefits. This video focuses on the production of the Roselle plant, which is a hand soap. The production of this plant product was chosen because of its relatively simple care requirements and does not require high capital. Roselle also has high properties as a natural herb that supplies a high content of vitamin C, which means that for every 100 gm of Roselle, it contains 280 mg of vitamin C. Roselle itself contains almost 486 gm of calcium and magnesium, Beta-Corotene, Omega-3, and antioxidants. The Sabdariffa hand soap is a product produced from processing roselle flowers. Ripe Roselle flowers will be picked, and the seeds will be removed. The calyx will be taken and processed to be made into a product. This Roselle product can indirectly generate income and give students the opportunity to learn new knowledge in the learning process.


| 281 E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023


E-Proceeding of The International Education Innovation Expo 2023 (Edu@Innovate 2023), 8- 9 November 2023


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