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Published by Nurul Ibtisam Yaacob, 2021-11-01 12:32:36

ITREXC 2021 PROGRAM BOOK ORGANIZED BY FSTM KUIS

ITREXC 2021 PROGRAM BOOK

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TABLE OF CONTENT 2
4
FOREWORD DEPUTY MINISTER OF MOSTI 6
FOREWORD ACTING RECTOR OF KUIS 7
FOREWORD DEAN OF FSTM KUIS 8
FOREWORD EXECUTIVE DIRECTOR 9
PROGRAM AT A GLANCE 11
ORGANIZING COMMITTEE 14
PROGRAM TENTATIVE 31
ABSTRACT OF EXHIBITION CATEGORY 65
ABSTRACT OF CONFERENCE CATEGORY
SPONSORSHIP

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FOREWORD

DEPUTY MINISTER, MINISTRY OF SCIENCE, TECHNOLOGY & INNOVATION (MOSTI)

Assalamu’alaikum Warahmatullahi Wabarakatuh. Alhamdulillah, for
all the blessings given, our peace be upon the great Prophet
Muhammad SAW, for we are grateful to Allah who grants His
blessings and permission for all of us to gather in today’s blissful
virtual closing ceremony for the 3rd International Innovation,
Technology, & Research Exhibition and Conference (ITREXC) 2021.

First and foremost, I would like to extend my congratulations to the
organisers together with the secretariats from the Faculty of Science
and Information Technology, KUIS in collaboration with KUISCELL
Sdn. Bhd., KUIS Research and Innovation Management Centre
(RIMC), the District Education Office of Hulu Langat Selangor, and the
Faculty of Science and Technology, Fatoni University, for the successfully organisation of this
exhibition and conference. Alhamdulillah, this year, even though we are all still facing the challenge
of the Covid-19 pandemic, this exhibition and innovation program can still be successfully
implemented virtually using digital platforms. Congratulations and well done once again.

I was informed that this year’s exhibition has received a total of 17 innovation exhibitions entries,
competing across several categories and themes, including Teaching & Education Technology,
Mobile Computing & Application, Creative Content & Multimedia, Social Science, Innovation &
Recycle, and Drawing & Creative Arts. Congratulations to all exhibitors who have successfully
showcased their innovations on this virtual platform.

I was also made known that a total of 34 papers have been presented covering the themes of
Informatics, Applied Informatics, Multimedia, Software Engineering, as well as ICT and Society. My
heartfelt congratulations is also extended to these presenters who have shared the findings of
their scholarly research in today’s virtual conference.

Research can be generally defined as a systematic and disciplined activity conducted for the
purpose of creating and developing knowledge. It involves various forms across a wide array of
disciplines, including the discovery of scientific and social research; the creation or refinement of
concepts and theories, techniques, or compositions; or expanding current understanding through
critical analysis.

Meanwhile, innovation refers to creation and implementation whether in the form of new
processes, products, services, or delivery methods, which are able to provide a significant
improvement in results, efficiency, effectiveness, or quality. These two elements need to be
combined to make education in the country moves in line with the current development of
information technology.

Research is closely related to innovation. Innovation is highly demanded in Islam because it can
provide added values and continuous benefits to the life of the ummah. Allah said in Surah Ar
Ra'du verse 11: "For every man and woman, there are angels who always follow them in turn, from
their front and behind, these angels guard them by the command of Allah. Indeed, Allah does not

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change the condition of people until they change what is in themselves. And when Allah intends
evil against people, none can avert it; and there is no protector for them other than Him".
Aligned with the theme of "Pioneering Adaptable and Impactable Innovation & Research", and
within the context of a country that aspires to become a developed nation, universities play an
important role not only to produce quality human capital but also to produce excellent intellectual
properties through research and innovation. Therefore, the theme of today’s exhibition and
conference is highly relevant in pioneering the impact of innovation and research that is important
today.
I strongly hope that the field of research and innovation shall be further uphold and regarded as a
strong intellectual culture in the Institution, for the benefit and improvement of Malaysia’s
education system. I also hope that the organisation of innovation exhibitions and conferences, like
what we have today, shall be continued in the future to shape the minds of educators and students
in cultivating the culture of research and innovation.
The Ministry constantly provides our support to the effort of organising innovation events that serve
as a platform for the emergence of creative and highly innovative ideas. It is hoped that the
"International Innovation, Technology & Research Exhibition and Conference" today has been able
to provide a stimulus for all to continuously cultivate the research culture, while serving as a
platform for the creation of innovative products that can be elevated to the international level.
Before concluding my speech, I would like to once again express my appreciation to the organisers
who have been working hard to realise this virtual exhibition and conference.
Wabilahi Taufik Wal Hidayah, Assalamualaikum Warah Matullahi Wabarakathuh.

YBHG. DATUK HAJI AHMAD AMZAN BIN MOHAMED @ HASHIM
Deputy Minister
Ministry of Science, Technology & Innovation (MOSTI)

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FOREWORD

ACTING RECTOR OF KUIS

Assalamu’alaikum Warahmatullahi Wabarakatuh. Allow me in this
opportunity to welcome all of you to our international conference and
exhibition. Alhamdulillah, our grateful and praise to Allah swt for all
His blessings, grace, and mercies that have made us possible to
gather here in this virtual international conference, ITREXC 2021.

Faculty of Science and Information Technology (FSTM), Kolej
Universiti Islam Antarabangsa Selangor is very pleased to host this
conference and research exhibition virtually this year. This event
would have been impossible without the support of each and every
one present here. I would like to express my heartfelt gratitude to all
of you who sincerely committed to this event to make it a success.

ITREXC is actually the combination of two yearly held programs namely the International
Conference on Information Technology and Society (ICITS) and the Technology Innovation and
Research Exhibition (iTREX). This year theme of ITREXC 2021 is “Pioneering Adoptable and
Impactable Innovation & Research”. The aim is to be one of the platforms to bring together
researchers, developers, professionals and practitioners from academia and industry to share the
idea, expertise, findings, outputs, products, and benefits in various technology field.

Today we live in a world driven by a very fast rapid changes of digital and computer technology.
One finding in a study by Deloitte Digital (2020) stated that, human experience uncertainties at
this time. About 56% of the study population want their digital and technology experiences to
deeply understand "human-values". I believe that this is where the theme “Pioneering Adoptable
and Impactable Innovation & Research” plays their role.

Many of us do not realize how technology is changing our life and concurrently destroying many of
our long-held values, virtues and relationships. It has been showed that the level of trust must be
enhanced as technology advances. In line with the conference theme, values drive human feelings
and actions. They are not what we do, but why we do it. Together, insights from conference
discussion may lead us all to understand how to build trust by meeting the human values in
technology. Hand-in-hand, we need to cooperate with every professions and all to produce an
adoptable technology innovation for next generation lifestyle.

This conference is a building block that will help technologists, social science experts, and
academics to acquire the characteristics of caring, empathetic, integrity-minded advocates on
technology and society. I believe the outcome of the discussions in this conference, will produce
an essence that technology that is trusted and has “human-value” is a universal priority.

On this occasion, again, I would like to thank the ITREXC 2021 committees, and organizers. We
are especially honored this year by support and collaboration with KUISCELL Sdn. Bhd., KUIS
Research and Innovation Management Centre (RIMC), the District Education Office of Hulu Langat
Selangor (PPD), and the Faculty of Science and Technology, Fatoni University, Thailand. This
conference reflect pursue towards our mission to encourage the collaboration between
institutions.

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Once again, welcome to the ITREXC 2021. I hope that this conference will be of benefit to all of us.
With great pleasure I wish you a fruitful conference ahead.
Thank you.
ASSOC. PROF. DR. MOHD FARID RAVI BIN ABDULLAH
Acting Rector
Kolej Universiti Islam Antarabangsa Selangor (KUIS)

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FOREWORD
DEAN OF FSTM KUIS

Assalamualaikum Wrt. Wbt.
It is my great pleasure to welcome everyone to the 3rd International
Innovation, Technology & Research Exhibition and Conference 2021
organized by Faculty of Science and Information Technology, Kolej
Universiti Islam Antarabangsa Selangor (KUIS). A heartfelt gratitude to
all co-organizers; Pejabat Pendidikan Daerah Hulu Langat, KUIS
Research and Innovation Management Center, KUISCELL and
collaborator; Faculty of Science and Technology, Fatoni University,
Thailand.
The main objective of ITREXC 2021 is to provide a platform for
academicians, researchers and industry professionals as well as students from school to University
level, to disseminate and discuss their current project and research findings and also to explore
and promote recent developments, current practices and future trends in the area of innovation
and technology. Thus, with the theme "PIONEERING ADAPTABLE AND IMPACTABLE INNOVATION &
RESEARCH", ITREXC 2021 hopes this exhibition and conference would meet it objectives in not
only fostering collaborative efforts; but also as a platform for networking for discussion on local
and global issues.
Congratulations to all for participating and sharing your findings with us in ITREXC 2021. May all
your work be further extended and translated to be applied and thus benefiting our community,
nation and world.
Finally, I would like to extend my sincere appreciation to the organising committee for their
dedication and efforts in making ITREXC 2021 a success.
Thank you.

DR. JUZLINDA BINTI MOHD GHAZALI
Dean
Faculty of Science and Information Technology
Kolej Universiti Islam Antarabangsa Selangor (KUIS)

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FOREWORD

EXECUTIVE DIRECTOR

Assalamualaikum Wrt. Wbt and Salam Sejahtera. Alhamdulillah. My
highest gratitude to Allah for His blessing for granting me the
opportunity to be part of this 3rd International Innovation, Technology,
Research Exhibition and Conference (ITREXC 2021). A heartfelt thanks
to the committee members for their magnificent effort and commitment
to making this event become reality. We were honoured to be appointed
by the Faculty of Science & Information Technology (FSTM) to organise
the most awaited yearly exhibition and conference. On behalf of FSTM
KUIS, we would like to express our appreciation to PPD Hulu Langat,
KUISCELL, RIMC, & Fatoni University for collaborating with us smoothly.

This is the first exhibition and conference event conducted online and we believed that this
experience happened due to the outbreak of pandemic COVID19 which hit us worldwide. The new
norm implemented in our lifestyle nowadays. Our communication remains intact because of our
technology that has been innovated day by day. Information Communication Technology (ICT) has
played its part in helping us living in this new norm, thus it has become a compulsory need in every
house. All sectors started to adapt their work and business by implementing ICT with online
marketing and e-commerce in order to sustain in the market.

Our government realised that producing mobile apps that can monitor our society's movement is
a very impactful innovation in order to prevent the spreading of the virus. The application has
various features such as record the public has visited, trace positive cases nearby, vaccination
appointment and certificate, health screening facility location, and helpdesk. It proves that the
technology created really impacted the society in Malaysia.

The Ministry of Health (KKM) urged their subordinates to implement multimedia technology in their
action to educate the society regarding the information for prevention and precaution of COVID19.
The Malaysian National Security Council (MKN) managed to carry responsibility for implementing
policies related to the security of Malaysia such as updating standard of procedure (SOP) for all
sectors and public users efficiently. Technology is an effective method to deliver messages in
seconds. Hoping with all efforts, living endemic can bring happiness to all of us.

The theme “Pionering Adaptable and Impactable Innovation Research” was chosen to portray the
insight of ICT academia, scholars, professionals and experts in the preparation for facing the fast
moving industry revolution. We expect many excellent exhibitors and brilliant research papers
presented at this exhibition and conference. We desire to accomplish our objective of the event to
achieve an accessible knowledge that could reach society.

Thank you to all presenters and participants for joining this online event. Please stay safe.

MOHD KHAIRUL MUSTAKIM BIN MUSTAPA KAMAL
Executive Director
3rd International Innovation, Technology & Research Exhibition & Conference (ITREXC 2021)

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PROGRAM AT A GLANCE
We are pleased to welcome you to the 3rd International Innovation, Technology & Research
Exhibition & Conference (ITREXC 2021). This online conference replaces two annual programs
which are the International Conference on Information Technology and Society (ICITS) and the
Innovation Technology and Research Exhibition (iTREX). Thanks to all presenters for proceedings
and innovations submission and welcome to all guests and participants. We wish to express our
sincere appreciation to all the individuals who have contributed to ITREXC 2021 in various ways.
Special gratitude are extended to our colleagues from Faculty of Science and Information
Technology, Kolej Universiti Islam Antarabangsa Selangor (KUIS) and also to the organizing
committees and the volunteers who have dedicated their times and efforts in planning, promoting,
organizing and helping the program. We also would like to express our hearltfelt gratitude to all the
co-organizers, collaborators and sponsors for making this happen. Furthermore, our sincere thanks
and appreciation also goes to our keynote speakers, Prof. Ts. Dr. Zuriati binti Ahmad Zukarnain,
the Deputy Dean (Thesis, Student Affairs, Learning Support and Publication Unit) School of
Graduate Studies, UPM and Dr. Syarbaini bin Ahmad, the Deputy Dean (Students Affair and
Alumni), Faculty of Science and Information Technology, KUIS. On behalf of the ITREXC 2021
committees, we cordially welcome you to this event. Thanks again for joining the program and also
for sharing your good work.

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ORGANIZING COMMITTEE

Patron : Assoc. Prof. Dr. Mohd Farid Ravi bin Abdullah
Advisor I : Dr. Juzlinda binti Md. Ghazali
Advisor II : Che Wan Shamsul Bahri bin Che Wan Ahmad
Executive Director : Mohd Khairul Mustakim bin Mustafa Kamal
Deputy Executive Director I : Rafiza binti Kasbun
Deputy Executive Director II : Nor Musliza binti Mustafa
Secretary I : Ts. Marziana binti Abdul Majid
Secretary II : Norshilla binti Md Yahaya
Treasurer I : Shafinaz binti Mohamad Niyaz Khan
Treasurer II : Norazreen binti Roslan

Bureau of Registration : Asrina Suriani binti Md Yunus
Head : Farhana binti Abdullah Assuhaimi
Sub Committee : Dr. Siti Zaharah binti Mohid

Bureau of Publicity & Multimedia

Head : Nurul Ibtisam binti Yaacob

Sub Committees : Siti Rohaida binti Alimin

: Amalia binti Ahmad

Bureau of Protocol, Invitation & Jury

Head : Hailrudin bin Jaafar

Sub Committees : Norfaizuryana binti Zainal Abidin

: Dr. Sazanah binti Md. Ali

Bureau of Technical & Logistic

Head : Khirulnizam bin Abd Rahman

Sub Committees : Muhammad Farhan Fauzan bin Masaat

: Hasnuddin bin Abd Rahman

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Bureau of Publication : Dr. Nurkaliza binti Khalid
Head : Siti Noor binti Ahmad
Sub Committees : Hafiz bin Mohd Hanafi @ Omar

Bureau of Sponsorship, Souvenir & Catering

Head : Helyawati binti Baharudin

Sub Committee : Shakirah binti Mohd Sofi

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PROGRAM TENTATIVE

2nd November 2021 (Tuesday)
Online Innovation Exhibition

TIME PARTICULARS

8.00 am : Registration

8.30 am : Parallel Session

10.30 am : Break

10.45 am : (Continued) Parallel Session

1.00 pm : Adjourn

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3rd November 2021 (Wednesday)
Online Conference & Officiating Ceremony

TIME PARTICULARS

8.00 am : Registration

8.30 am : Parallel Session

10.45 am : Break

10.55 am : Officiating Ceremony of 3rd International Innovation, Technology & Research
Exhibition & Conference (ITREXC 2021)

: Welcoming Address by Emcee

: Du’a Recitation
Che Wan Shamsul Bahri bin Che Wan Ahmad
Deputy Dean (Academic & Internationalization)
Faculty of Science & Information Technology
Kolej Universiti Islam Antarabangsa Selangor (KUIS)

: Welcoming Remark:
Mohd Khairul Mustakim bin Mustapa Kamal
Executive Director of ITREXC 2021

: Keynote Speech I:
Quantum Technology & Quantum Communication: Opportunities &
Challenges
Prof. Ts. Dr. Zuriati binti Ahmad Zukarnain
Deputy Dean (Thesis, Student Affairs, Learning Support & Publication Unit)
School of Graduate Studies
Universiti Putra Malaysia (UPM)

: Keynote Speech II:
Careers in Information Technology
Dr. Syarbaini bin Ahmad
Deputy Dean (Students Affair & Alumni)
Faculty of Science & Information Technology
Kolej Universiti Islam Antarabangsa Selangor (KUIS)

: Welcoming Remark:
Assoc. Prof. Dr. Mohd Farid Ravi bin Abdullah
Acting Rector
Kolej Universiti Islam Antarabangsa Selangor (KUIS)

: Officiating Speech:
YB Datuk Haji Ahmad Amzad bin Mohamed @ Hashim
Deputy Minister
Ministry of Science, Technology and Innovation (MOSTI)

: Montage Presentation

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: Video Preview of the Innovation Products Exhibition Winner
: Announcement of the Best Research Papers & Innovation Products
: Photography Session
1.00 pm : End

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ABTSRACT OF EXHIBITION CATEGORY
ITE 001 | APPGREE: MUTUAL UNDERSTANDING APPS IN BUSINESS ONLINE

Muhamad Hanif Aiman Zamri1, Rohizah Abd Rahman2
1, 2Universiti Kebangsaan Malaysia, Bangi, Selangor. Malaysia.

[email protected]
Abstract. The current pandemic covid-19 situation requires a small business to move to an online
platform to keep going. However, fraud cases happen if the online business is not done on the right
platform and causes trouble. Suppliers or companies keep stalling the product's delivery or even
post the product even though they have already fully paid for it. Besides, a potential buyer willing
to buy the product with two-or-more times payment also can't be done since there is no guarantee
that the buyer can fully pay the item, thus causing the small business to lose their customer.
Therefore, the application was developed to solve this problem by the name APPGREE: Mutual
Understanding Apps in Business Online, bringing confidence to small businesses to prevent fraud
when doing business online with the customer or supplier.

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ITE 002 | CIKGU LILI CARE: A MULTIMEDIA APPLICATION TO EDUCATE AUTISTIC CHILDREN
ABOUT SAFE TOUCH

Hazwani Mohd Mohadis1, Syazwana Izzati Azaddin2, Muhammad Akmal Amudi Hassan3
1, 2, 3Department of Information Systems, Kulliyyah of Information and Communication
Technology, International Islamic University Malaysia, 53100 Gombak, Kuala Lumpur, Malaysia

[email protected], [email protected], [email protected]
Abstract. Cikgu Lili Care is a multimedia application that aims to provide awareness regarding ‘Safe
Touch’ among children with autism aged from five to nine years old. It is a form of interactive digital
storytelling application that supports user interaction. This digital storytelling platform aim to
educate children with learning disabilities to understand about their private and sensitive body
parts and also the course of action that they should take if someone touch or behaving
inappropriately towards them. We hope by using the application, the autistic children would
become more careful and aware of their surroundings and able to avoid any potential sexual abuse
that is often targeted towards children with disabilities.
Keywords: Multimedia, Safe Touch, Education, Autistic, Children, Sexual Abuse

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ITE 004 | SMART VISITOR ACCESS ENTRY SYSTEM
Nurul Azma Zakaria1, Nurfatihah Izzaty Naramran2, Zaheera Zainal Abidin3,

Fairul Azni Jafar4, Wahidah Md Shah5
1, 2, 3, 5Fakulti Teknologi Maklumat Dan Komunikasi, Universiti Teknikal Malaysia Melaka, Hang

Tuah Jaya, 76100 Durian Tunggal, Melaka.
4Fakulti Kejuruteraan Pembuatan, Universiti Teknikal Malaysia Melaka, Hang Tuah Jaya, 76100

Durian Tunggal, Melaka.
[email protected]

Abstract. In the era of modernization ICT is used in diverse application domains to ease and
improve human life. Technology is also applied to strengthen the security in managing and
controlling visitor access to restricted compounds such as higher learning institution. Normally, the
details of the visitors are recorded manually in papers or visitor’s logbooks. In most cases, the
visitor also needs to leave their identity card or driving license and take a visitor pass at the main
entrance. The procedure is inefficient and time-consuming especially during the peak hours when
the number of visitors is high. In viewing these issues, the Smart Visitor Access Entry System is
developed. The aim is to develop a prototype with a mobile application that focuses on acquiring
details and monitoring of every visitor who is entering the campus. The project consists of the
hardware components like Arduino Uno, Bluetooth Module, and ultrasonic sensor. The adoption of
mobile application and cloud storage platform improve visitor access entry procedures as the
visitors’ data are recorded and displayed systematically. The security personnel receives an alert
notification from the device to notify the presence of the visitor. By incorporating low-cost and off
the shelf components with Internet of Things (IoT) concept, the system offers a solution which
potential to be commercialized as it improve the entry procedure and increase the efficiency in
managing visitors to the institution with a fraction of cost.
Keywords: Mobile Application, Access Entry System, IoT, Android

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ITE 005 | ITHERAPY: A RECOMMENDER SYSTEM FOR LEARNING DISABILITY THERAPY PLAN
Noor Azura Zakaria1, Nur’Izzah Abdul Rahman2, Muhammad Naim Abdul Malek3

1, 2, 3Department of Computer Science, Kulliyyah of Information and Communication Technology
(KICT), International Islamic University Malaysia, Selangor, Malaysia

[email protected], [email protected], [email protected]
Abstract. iTherapy is a web-based system for the head of therapist and therapist of Penawar
Special Learning Centre (PSLC) to make therapy plan automatically. PSLC is a centre that assists
children with learning disabilities in overcoming their problems by providing a set of therapy
treatments. They have nine branches all over Malaysia. It is a stressful job for the therapists to key
in all the information in a paper-based approach and using WhatsApp communication to get
approval from the head of therapist since there are 3000 patients to be analysed. To develop the
iTherapy system, an iterative development methodology is used. The development code for the
website has been done by using Visual Code Studio and XAMPP as a localhost to deploy the project,
Hyper Text Markup Language (HTML), Cascading Style Sheets (CSS) for frontend development
while Structured Query Language (MYSQL) to construct the database framework and Hypertext
Preprocessor (PHP) as backend development. This system allows the head of therapist and
therapists to do patient diagnosis, view therapy plan, get approval and print the approved therapy
plan. It is hoped, iTherapy will help the head of therapist and therapist in PSLC to solve their current
issues with paper-based approach.
Keywords: iTherapy, web-based application, learning disability, FMCDM, QFD

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ITE 007 | AUGMENTED REALITY BASED HUMAN PHYSICAL TRAINING SYSTEM
Manjit Singh Sidhu1, Javid Iqbal2

1, 2Universiti Tenaga Nasional, College of Computing and Informatics, Graphics & Multimedia
Department, Selangor, Malaysia
[email protected]

Abstract. In this innovation, we proposed an Augmented Reality (AR) Based Human Physical
Training System i.e. to train a learner how to do a particular dance like Western, Bharatnatyam and
Bollywood. The trainee can imitate the motion demonstrated by a virtual trainer in the AR system.
Meanwhile, the trainee's motions will be captured and analyzed by the system based on which
motivational feedback is given back to them. The results of several user experience done in
Malaysia and India showed that our system can successfully guide students to improve their artistic
side i.e. dance skills. Additionally the system has a lot of promise for promoting dance from various
cultures, exercise, music, and social engagement. More dance styles from other cultures are being
added to the library of the AR system based on demand. The system is intended for
commercialization to dance training/culture centres and dance enthusiastic.
Keywords: Augmented Reality, training, dance, interactive

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ITE 008 | INO-B: SUKU KATA
Goh Kok Ming1, Saw Kee Yin2, Beh Peck Nuy3

1, 2, 3SJKC Chi Sheng 2, Perak, Malaysia.
[email protected]

Abstract. This project was created to assist Year 2 students in the skills of reading closed two-
syllable words. Dyslexic pupils have difficulty spelling and reading closed two -syllable words. They
cannot pronounce words with the correct pronunciation. The problem was identified from prefix
problems such as confusion in identifying letters that are almost identical in shape. In addition,
students were unable to balance the ability to remember letters with words and have problems in
remembering letter shapes, letter sounds and word combinations. This innovation is implemented
to help students recognize closed syllables and improve teachers' practical practice. These
innovations were shared among school teachers and received positive feedback from school
teachers. The next improvement suggestion is that this innovation should be augmented with other
relevant words.
Keywords: Suku Kata, Malay Language, Multimedia, Year 2

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ITE 010 | SMART CHECK
Mohd Fairus Bin Johari1, Muhamad Aiman Faez Bin Azhari2, Muhammad Aimie Aiman Bin Khir

Azmi3, Luqman Hakim Bin Abdul Halim4
Kolej Vokasional Ampangan, Seremban, Malaysia

[email protected]
Abstract. Program Teknologi Pembinaan merupakan salah satu program yang ditawarkan di kolej
vokasional. Kurikulumnya mempunyai dua komponen yang membabitkan 70 % kemahiran dan 30
% akademik. Komponen kemahiran melibatkan pengajaran teori dan amali. Amali yang kerap
dilaksanakan adakah kerja bata. Berdasarkan soal selidik yang dibuat di kalangan pensyarah kolej
vokasional, 89% para pensyarah mengalami kesukaran ketika melakukan pengujian terhadap
hasil kerja pelajar. Masalah ini meliputi aspek alat pengujian, masa menjalankan ujian dan tahap
efisien menjalankan ujian. Smart Check adalah inovasi memudahkan proses semakan pada
tembok bata, menjimatkan masa semakan pada tembok bata serta mewujudkan kaedah
semakan tembok bata yang lebih teratur dan sistematik. Smart Check terdiri daripada tiga
komponen utama bagi melaksanakan pengujian terhadap tembok bata. Borang soal selidik telah
diedarkan kepada 102 responden yang terdiri daripada pensyarah Program Teknologi Pembinaan.
Analisis soal selidik menunjukkan peratus min faktor mudah digunakan adalah 85%, faktor
menguji dengan tepat 90%, menjimatkan masa adalah 89%, rekabentuk yang praktikal adalah
83%, menjimatkan kos adalah 85% dan nilai komersial adalah 82%. Peratus min keseluruhan pula
adalah 86% dan berada pada tahap yang baik. Berdasarkan dapatan soal selidik ini jelas
menunjukkan bahawa Smart Check dapat mencapai objektif yang disasarkan dan menjawab
persoalan projek yang telah dinyatakan. Smart Check akan memberi manfaat kepada warga
pendidik di Kolej Vokasional, ILP, IKBN, dan IPTA/IPTS yang menawarkan program teknologi
pembinaan. Usaha penambahbaikan akan sentiasa dilaksanakan bagi meningkatkan nilai
komersial Smart Check.

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ITE 011 | DURIAN HUSK AS A POTENTIAL BIOMASS ACTIVATED CARBON TO REMOVE
CONTAMINANTS IN WATER

Jarrett Lee Min Chung1, Thun Qi Fay2, Zheng Huiwen3
Sekolah Menengah Kebangsaan Pandan Mewah, Ampang, Malaysia.
[email protected], [email protected], [email protected]
Abstract. We are no longer strangers to the water crisis in this age of ultra-development. Malaysia
is also facing a water crisis, whereby half of our rivers are either moderately or severely polluted.
Due to the rising need for clean water, we intend to provide an innovative solution to relieve the
water pollution issue in Malaysia, which is through the use of durian husk activated carbon.
Activated carbon is a form of carbon that has been processed to contain a large number of pores
for adsorption. In this research, we aim to study durian husk as a potential biomass activated
carbon to remove water contaminants. Our research contributes to the research gap by comparing
the efficiencies of different biomass activated carbons that are prepared using similar methods.
We identified durian husk as a potential high-quality biomass activated carbon due to its high
carbon content and the presence of multi-sized pores, which further contributes to the durian
husk’s capability to adsorb particles in water. In our methodology, water samples taken from
different sources were treated with different biomass activated carbons (durian husk, coconut
husk, charcoal, banana peel and orange peel) and tested based on the following parameters:
turbidity, pH level, biochemical oxygen demand (BOD), and chlorine test. The results show that
durian husk-based activated carbon is a viable alternative to current mainline activated carbons.
Not only does it contribute to the reduction of food waste, but there is also a practical application
of implementing durian husk activated carbon in household filters and water treatment plants.
Keywords: Activated carbon, biomass, durian husk, water purification

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ITE 012 | ORGANIC MATERIAL AS EDIBLE AND HYGIENIC SOAP TO AGAINST THE COVID-19
PANDEMIC

HengZhin-E1, AndreaOngYuxi2, LimXinLeng3
1,2,3Pluto, Selangor, Malaysia.
[email protected]

Abstract. Due to the covid-19 pandemic, our team decide to make an organic soap that is edible
to avoid using the public soap and less contact to the surface of the public soap that may contains
bacteria.The soap is the eco-friendly and easy make. Moreover, the soap is made by organic killing
agent such as coconut oil to replace the strong alkaline such as NaOH (sodiumhydroxide) or lye
that can easily hurt our skin.The soap also contains of strong alkaline soap such as mint to reach
the same cleaning level like soaps in the market. Furthermore, the soap also less bubbles soap
because is absence of SLES (sodium laureth sulphate) that act as foaming agent. We decide to
made two types of soaps, one is no foaming soap and the other is foaming soap. For no foaming
soap, we use all easy and simple ways to make the soap without any chemical substance such as
NaOH or KOH. While for foaming soap, we use vegetable oil with KOH (food grade) to replace lye
or NaOH. We also use some salt to make the soap to be more stable and the foam to be finer. The
soap is low cost and could be affordable to all family. Lastly, it can also raise public hygienic
awareness and help in contribution on against the Covid-19 Pandemic.
Keywords: edible, eco-friendly, easy make, low cost, cold process

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ITE 013 | APLIKASI MUDAH ALIH PERBANDINGAN AGAMA
Muhamad Hilmee Izanee
KUIS, Kajang, Malaysia

[email protected]
Abstract. Tahun 2020 menyaksikan suatu peristiwa yang tidak terjangka oleh akal manusia yang
mana semua manusia berkurung dan tidak keluar daripada rumah kerana takut akan wabak yang
melanda dunia. Kesan daripada berkurung ini dunia pendidikan telah berubah dan beradaptasi
demi menyesuaikan gaya pembelajaran jarak jauh. Kini tahun 2021 pendidikan secara dalam
talian adalah norma baharu yang diterima baik secara meluas di dunia khususnya di Malaysia.
Penggunaan aplikasi mudah alih sebagai alat bantu mengajar menjadi adalah salah satu bentuk
pembelajaran jarak jauh yang semakin giat dibangunkan dan digunakan. Bidang Pendidikan Islam
turut tidak ketinggalan dalam menelusuri arus pemodenan dengan kemunculan aplikasi dan
perisian mudah alih dalam pelbagai bidang seperti Tauhid, Fiqh, Hadith dan lain-lain. Bidang
Perbandingan Agama juga mengambil kesempatan untuk meluaskan capaian pengguna menerusi
aplikasi mudah alih. Sebuah prototaip aplikasi Perbandingan Agama telah dibangunkan dan diuji
cuba dalam kalangan pengguna dan mendapati respon yang positif. Aplikasi mudah alih ini
mempunyai masa depan yang cerah untuk dimanfaatkan oleh pengguna pada masa akan datang.
Keywords: Aplikasi Mudah Alih, Perbandingan Agama

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ITE 014 | ANDROID-BASED MOBILE APPS: MYPOCKETZOO
Khairudin Bin Baharum1, Amin Danial Bin Saleh2, Nasruddin Ar-rafi’ Bin Shamsul Kamal3, Nur

Syazwina Binti Zafaruddin3
1, 2, 3Politeknik Ibrahim Sultan, Jabatan Rekabentuk Dan Komunikasi Visual, KM 10 Jalan Kong-

Kong, 81700 Pasir Gudang, Johor, Malaysia.
[email protected]

Abstract. This The smartphone is becoming a principal part of human daily life. One of the basic
advantages of smartphones is that users can easily use multiple applications on their device to
perform their desired actions. Therefore, mobile application development is important targets for
various services in the market including in the tourism industry. The element of a smartphone
application is the user interface (UI). UI is designed using multimedia elements by displaying in
terms of pictures, colors, text, animation, video and even sound. An engaging and interacting UI
makes an application easy to use and attracts users to browse it. This study aims to describe the
development of the MYPOCKETZOO application as an application containing four (4) zoos in
Malaysia. It easier for visitor to get information about the animals in the zoo, explore places to visit,
maps and directions of tour guide as well as facilities available in the zoo area interactively.
Keywords: User Interface (UI), Multimedia, Mobile Application, Zoo

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ITE 015 | APLIKASI HEBAHAN SMART MASJID
Khirulnizam Abd Rahman1, Muhammad Faris Mohd Nizam2, Che Wan Shamsul Bahri Che Wan

Ahmad3
1, 2, 3Fakulti Sains & Teknologi Maklumat, Kolej Universiti Islam Antarabangsa Selangor, Kajang,

Selangor. Malaysia.
[email protected]
Abstract. Aplikasi Smart Masjid adalah aplikasi mudah alih yang dibangunkan untuk membantu
orang mengurus, dan terus mengetahui mengenai aktiviti yang akan datang di masjid. Acara yang
akan datang akan disenaraikan di halaman utama secara terperinci. Aplikasi Mudah Alih Smart
Masjid akan disertakan dengan pendaftaran, log masuk, melihat aktiviti berkongsi aktiviti, dan
mencadangkan aktiviti untuk pengguna. Pertama, pengguna perlu mendaftarkan akaun. Selepas
log masuk, pengguna dapat melihat aktiviti yang ada dan memilih aktiviti yang ingin mereka
kongsi. Pengguna juga dapat menambahkan cadangan aktiviti dan aktiviti tersebut akan tersedia
di laman utama setelah disetujui oleh pentadbir. Sistem akan merakam perincian aktiviti dan
menyusunnya di bahagian seperti senarai aktiviti dan senarai aktiviti lalu. Aplikasi Mudah Alih
Smart Masjid dibangunkan untuk membantu pengguna mengikuti perkembangan terkini aktiviti
masjid. Mereka boleh melayari laman utama dan melihat perincian aktiviti sehingga mereka dapat
bersedia sebelum aktiviti dimulakan dan memilih aktiviti yang ingin mereka hadiri.

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ITE 016 | MOBILE GAME DEVELOPMENT FOR ISLAMIC ECONOMICS LEARNING
Mohd Shahrul Nizam Mohd Danuri1, Ahmad Fatin Mohamad Suhaimi2, Ahmad Yani Ismail3, Noor

Azli Mohamed Masrop4, Marliana Abdullah5, Latifa Bibi Musafar Hameed6, Juzlinda Mohd
Ghazali7, Normazaini Saleh8, Sa’diah Abdul Karim9, Shahida Shahimi10

Kolej Universiti Islam Antarabangsa Selangor, Kajang, Selangor. Malaysia.
[email protected]

Abstract. Islamic economics is one of the academic courses which have been embedded in the
education system in Malaysia. However, in general, students have difficulties understanding
Islamic economics concepts in real life due to the absence of a working model. It is probably due
to the less attractive dissemination of Islamic Economic Knowledge in the classroom setting.
Therefore, proper understanding and interpretation through educational activities such as
gamification are initiatives to increase students' motivation, encouragement, and engagement in
appreciating the value of Islamic economics. Hence, this study will explore the contemporary
nature of Islamic Economics by developing the Islamic Economics (IE) Game through the concept
of brotherhood, accountability, and tazkiyyah with four (4) objectives outlined. The objectives
outlined are related to Islamic economics concepts such as the divine sources, storyline creation
of the Islamic economics game, Islamic economics gamification development, and Islamic
economics gamification prototype development. Other than that, there are three (3) phases in
mobile game development: content analysis, designing the low fidelity prototype, and developing
the high-fidelity prototype. The end product of this study is the prototype for the Islamic Economics
Game, which is suit for Android-based users. It is important to note that the end product requires
further applied research to design a suitable business model before entering the industry.

- 26 -

ITE 018 | I-REHLAH. MOBILE APPLICATION DESIGN FOR ISLAMIC TOURISM IN SELANGOR
Ahmad Syukri Adnan1, Mohammad Imran Ahmad2, Mohammad Najib Jaffar3, Naqibah Mansor4

1, 2, 4Kolej Universiti Islam Antarabangsa Selangor, Selangor, Malaysia.
3Universiti Sains Islam Malaysia, Negeri Sembilan, Malaysia.

[email protected], [email protected], [email protected],
[email protected]

Abstract. Malaysia is a country that does not lag in providing Islamic tourism packages. Muslim
tourists, especially from Middle Eastern countries, have begun to make Malaysia one of their
tourist destinations, especially during the summer holidays. Nevertheless, there are still
shortcomings in the availability of Islamic tourism applications. Most travel apps are general and
unfocused. Based on the above statement, there is a need to develop a mobile application for
Islamic tourism in the state of Selangor. As a result, a prototype has been developed. The
development process has gone through several phases. Begin with the analysis, design,
development as well as evaluation. The design involves the selection of information, the type of
interaction and the presentation of the interface. These aspects are vital to ensure that it is
attractive, informative and usable. The process involves experts in the tourism, academia,
multimedia design and information technology fields. Their participation in all phases is needed to
help researchers find the best formula to meet the objective of the product development. This
article presents the method used in the design phase. It is the most crucial stage in development
to set the direction, expedite the process and minimize the cost. There are challenges in developing
the prototype. This product has the potential to be used by tourists from the middle east as it is
bilingual with English and Arabic language. This application could promote Selangor and Malaysia
generally as a tourism attraction. It would also help to boost the post-pandemic economy of both
state and country.
Keywords: Islamic Tourism, Design Phase, Mobile Application, Prototype.

- 27 -

ITE 019 | SHAPES LEARNING FOR KIDS: ANA & THE SHAPE’S CITY
Nurul Ibtisam Yaacob1, Nur Aisyah Maisara Abdullah2, Adillah Mansor3, Juzlinda Mohd Ghazali4,

Muhammad Farhan Fauzan Masaat5
1, 2, 4, 5Faculty of Science & Information Technology, Kolej Universiti Islam Antarabangsa

Selangor, Kajang, Selangor, Malaysia.
3Ministry of Education, Malaysia.

[email protected], [email protected], [email protected],
[email protected], [email protected]

Abstract. Ana and the Shape’s City is an animation short story using 2D animation method. The
concept of Ana and The Shape’s City is an animation short story in education and entertainment
for kids that age around 4 to 6 years old in knowing basic shapes. The focus of this animation is to
design a storyline about learning the basic shapes such as triangle, square, circle, rectangle and
heart for kids in identifying and organizing visual information. We hope through this animation, it
can help kids to learn and understand faster in recognizing basic shapes.
Keywords: 2D Animation, Shapes, Learning, Kids, Kindergarten.

- 28 -

ITE 020 | INTERACTIVE UMRAH
Siti Zaharah Mohid1, Nur Hidayah Mustafa Kamal2, Roslinda Ramli3
1, 2, 3Fakulti Sains & Teknologi Maklumat, Kolej Universiti Islam Antarabangsa Selangor, Kajang,

Selangor, Malaysia.
[email protected]
Abstract. Virtual Reality or VR has the unique advantage of being able to provide an immersive
experience to users whilst giving a different experience. Being immersed in learning motivates
people to fully understand it regarding of what the person is learning. Umrah is a pilgrimage that is
quite confusing to understand for young person who is not yet performing it. Interactive umrah is
about experiencing Umrah in mobile application with mobile virtual reality technology. The main
goal of this project is to develop a mobile virtual reality application using Unity 3D. To develop this
project, the ADDIE method really helps to organize and ease the developing processes. It is hoped
this study will attract teenagers to learn in unique and interesting way while increase the use of
mobile VR technology in travelling agencies, companies and possibly made the learning
environment more convenient.

- 29 -

ITE 021 | SMART HAJJ
Siti Zaharah Mohid1, Muhammad Irsyad Shahidan2, Roslinda Ramli3
1, 2, 3Fakulti Sains & Teknologi Maklumat, Kolej Universiti Islam Antarabangsa Selangor, Kajang,

Selangor, Malaysia.
[email protected]
Abstract. Mobile applications (also known as mobile apps) are programs developed for mobile
devices such as GPS, mobile games and including e-learning. Smart Hajj project was developed to
facilitate pilgrims, using mobile apps technology. By using visual concepts, users can learn and
understand the nature of the pilgrimage more clear and details. This is an interactive guide allowing
users to walk through the process of the Hajj to develop a better understanding of the obligations,
locations and Hajj activities. This project would enhance the learning process of pilgrims.

- 30 -

ABTSRACT OF CONFERENCE CATEGORY

ITS 001 | A STUDY ON LAB CLASS DELIVERY WITH E-LEARNING SYSTEMS IMPROVEMENTS AND
FAMILIARITY AMONG GENDER DURING COVID-19

Mohd Fakhri Mat Saad1, Abubakar Hamisu Shira2, Mohammad Baijed3, Nor Saadatul Kamilah
Md Ali4

1, 2, 3Faculty of Information Technology, INTI International University
4Japanese Language Collaboration (JCP), Universiti Kuala Lumpur - Malaysia France Institute

(UniKL MFI)
[email protected], [email protected]

Abstract. COVID-19 pandemic has changed the way we interact, purchase, socialize, transact, work
and also learn. Higher education sector has resort to electronic learning (e-learning) to substitute
the traditional face-to-face class delivery. The substitution is inevitable and crucial to ensure
smooth continuation of students’ education. As a result, campus can resume operations at
distance and help stand the survival of the institution. Considering the new approach which need
to be adapted, the process of teaching and learning have never been the same for both the
instructors and students. The e-learning systems utilized by institution should offer fundamental
features and provide necessary functions for virtual lab class delivery. This aspect is considerably
important to ensure lab lesson deliver virtually is effective and student’s orientation is adequate.
The aim of this study is to examine the association between lab class delivery with e-learning
systems improvement. Additionally, association between gender and familiarity with e-learning
systems was also assessed. The study population are students studying in higher education
institutions at undergraduate and postgraduate levels. The undergraduate and postgraduate
students were randomly sampled from local institutions in Malaysia as well as institutions located
in several other countries. This is a quantitative study and self-administered questionnaires were
used to collect information from a final sample of 293 students. MS Excel application was used as
the tool to develop the quantitative analysis. The results suggested that no significant association
between lab class delivery with e-learning systems improvement and both male and female
students seem acquainted with the e-learning systems. This study offers additional basic
understanding for institutions on the suitability of e-learning systems for virtual lab class delivery
and familiarity on the e-learning systems as viewed by students from both gender.
Keywords: e-learning systems, lab class, familiarity, gender

- 31 -

ITS 002 | THE APPS DEVELOPMENT OF MUTUAL AGREEMENT TO AVOID FRAUD IN ONLINE
BUSINESS

Mohd Hanif Zamri1, Rohizah Abd Rahman2, Mohd Shahrul Nizam Mohd Danuri3
1, 2Faculty of Information Science and Technology, Universiti Kebangsaan Malaysia
3Faculty of Information Science & Technology, Kolej Universiti Islam Antarabangsa Selangor

[email protected], [email protected], [email protected]
Abstract. Fraud cases in online business are happened on unreliable platforms and cause trouble
to the consumer. Suppliers or companies keep stalling the product's delivery even though
customers have made full payment for the purchase. Besides, a potential buyer who wants to buy
a product by paying in installments cannot proceed because there is no guarantee that the buyer
will fully pay for the product, thus causing the small businesses to lose customers. The apps
focused on small-medium companies only. This application can also be used by the public who
want to buy goods by postal delivery, especially when buying used goods. A digital contract will be
formed between the buyer and seller to achieve a mutual agreement. It can be used for various
situations, such as purchasing installments suitable for small businesses and creating a personal
warranty to buy secondhand items. Details of the contract like payment methods, product delivery
method, date of the last day delivery, warranty, and penalty will be recorded and kept in a database.
The digital contract will be adjusted to fit the law such as ‘Akta Kontrak 1950’ and ‘Akta Jualan
Barangan 1957’. The apps used the Agile Method for development methodology. The apps were
developed using the Android Studio with Java as the primary programming language.
Keywords: Apps, online business, fraud, mutual agreement.

- 32 -

ITS 003 | RISK IDENTIFICATION FOR LOW CAPACITY IOT DEVICE
Nurul Azma Zakaria1, Muhammad Shamil Saharudin2, Zaheera Zainal Abidin3, Haniza Nahar4,

Fairul Azni Jafar5
1Fakulti Teknologi Maklumat Dan Komunikasi, Universiti Teknikal Malaysia Melaka, Hang Tuah

Jaya, 76100 Durian Tunggal, Melaka.
[email protected]

Abstract. The Internet of Things (IoT) has risen into one of the most advancing and promising
technology for the future. With everything is becoming a smart entity and connecting to the Internet,
communication and processing performance are crucial. In current trends, cloud computing has
been used widely in IoT systems, which has imposed a burden on networking bandwidth. Thus,
shifting the computing process to the lower level of the hierarchy which is the edge is an attractive
solution. This study aims to identify significant details in investigating the network performance for
edge computing. A systematic review approach is used in exploring the literature. This paper
suggests ZigBee, Bluetooth Low Energy, and WiFi as common communication protocols.
Performance metrics such as throughput, end-to-end delay, and energy consumption are
identified. Several simulation scenarios are designed for analysis based on the identified metrics.
The results from this study support and facilitate further evaluation and future directions of the
network performance in improving the IoT edge computing environment.

- 33 -

ITS 004 | RISK IDENTIFICATION FOR LOW CAPACITY IOT DEVICE
Nurul Azma Zakaria1, Fatin Zahidah Shamsudin2, Zaheera Zainal Abidin3, Fairul Azni Jafar4,

Zuraida Abal Abas5
1, 2, 3, 5Fakulti Teknologi Maklumat Dan Komunikasi, Universiti Teknikal Malaysia Melaka, Hang

Tuah Jaya, 76100 Durian Tunggal, Melaka.
4Fakulti Kejuruteraan Pembuatan, Universiti Teknikal Malaysia Melaka, Hang Tuah Jaya, 76100

Durian Tunggal, Melaka.
[email protected]

Abstract. Risk assessment is required in order to eliminate the security risks that harmful to IoT
device. Based on previous studies, there has no detail content relate to low capacity device in ISO
standard document. The ISO Standard focuses on equipment in general device but not for general
low capacity device. This concern motivates the development of the study. Thus, this study focuses
on the risk identification process which is the initial stage of risk assessment. In this case, low
capacity IoT device namely Raspberry Pi was used as the key component. Documents and articles
analysis approach was used to extract and identify potential security risks from past related works.
The study focuses on port scanning and vulnerability test outcomes which contains threats and
vulnerabilities to produce the risk rating. There are 10 potential risks listed for low capacity IoT
device with three level risk rating (high, medium and low). This study provides guidance to analyze
security risk and document the identified risks of low capacity IoT device. In the future, the
outcomes support in producing supplementary information relate to the content of ISO Standard
specifically on risk assessment of low capacity device.
Keywords: Risk Identification, Risk assessment, Security risks, IoT device.

- 34 -

ITS 005 | THE IMPACT OF ONLINE CYBER AWARENESS WORKSHOP OVER TEENAGERS’
KNOWLEDGE ON CYBER ISSUES

Shahrina Binti Shahrani1, Wan Fariza Paizi@Fauzi2, Khairul Akram Zainol Ariffin3, Zulaiha Ali
Othman4, Suhaila Zainudin5

1, 2, 3, 4Faculty of Information Science & Technology, Universiti Kebangsaan Malaysia
[email protected], [email protected], [email protected], [email protected],

[email protected]
Abstract. Cyberspace is a place where all information can be accessed easily without borders and
limitations. Everyone, regardless of age, is free to browse cyberspace without barriers, including
teenagers. This study was conducted to look at the knowledge of teenagers in particular cyber
issues via the implementation of a cyber awareness workshop. Due to the Covid-19 pandemic, the
cyber awareness workshop was conducted online. The workshop covered several modules on
cyber issues that have been developed previously. This study involved a total of 50 teenage high
school students who answered a questionnaire that was prepared at the end of the workshop. The
results of the study found that the implementation of this online cyber awareness workshop had a
positive impact on the student knowledge. A total of 50 (100%) students agreed that the workshop
conducted successfully increased their knowledge related to current cyber threats and issues.
Meanwhile, a total of 48 (96%) students found that the method of implementing this cyber
awareness workshop made it easier for them to understand the issues in cyberspace. While a total
of 47 (94%) students stated that this workshop provides new knowledge related to cyberspace
that were not known to them before. The implementation of this online workshop is suitable for
school students where majority of whom currently use the internet for learning purposes during
this Covid-19 period so that they are alert to cyber issues.
Keywords: Cyber issues, teenagers, and cyber awareness workshop.

- 35 -

ITS 006 | SYSTEMATIC LITERATURE REVIEW TOWARDS THE RESEARCH OF AUGMENTED REALITY
GAME-BASED LEARNING

Roslinda Ramli1, Sazanah Md Ali2, Asrina Suriani Md Yunus3, Siti Fadzilah Mat Noor4
1, 2, 3Faculty of Science & Information & Technology, Kolej Universiti Islam Antarabangsa Selangor

(KUIS)
[email protected], [email protected], [email protected]
Abstract. Augmented reality has proven to be useful in education as it changes the way students
interact with the real world, enhances student engagement, and makes the learning more fun.
When incorporated with gaming elements into education, AR motivates students to explore and
learning environment becomes more interactive. Understanding the characteristics of game-based
learning employing AR technology in education, in particular, aids developers in creating
meaningful AR application. The aim of this research is to conduct a comprehensive review of
scientific papers on game-based learning and the use of augmented reality in education. In this
study, the “education area”, “research methods used”, “type of AR used”, “software used in the
development phase of the application”, elements of game-based learning, factors such as
“advantages and limitations towards the use of AR in a learning environment” are taken into
consideration. A Systematic Literature Review (SLR) was conducted as it uses a more thorough
and well-defined strategy to examining the research evidence relevant to the study. Initially, 336
papers were retrieved by a manual search in five databases and 26 primary studies were finally
included. As a result, findings regarding the effects of the game and AR-based learning
environments in the learning processes for students are discussed. In addition, several
recommendations for the creation and use of new educational games and AR applications have
been created, which will help the gaps in AR studies and students' learning processes in terms of
potential study.
Keywords: Augmented reality, game-based learning, systematic literature review

- 36 -

ITS 007 | PROPHETIC FRAMEWORK AS A GUIDELINE FOR SOCIAL MEDIA USE DURING THE
PANDEMIC

Aishah Ibrahim Warda1, Hazwani Mohd Mohadis2
1Department of Quran and Sunnah Studies, Kulliyyah Of Islamic Revealed Knowledge and

Human Sciences, International Islamic University Malaysia
2Department of Information Systems, Kulliyyah of Information Communication Technology,

International Islamic University Malaysia
[email protected], [email protected]
Abstract. The spread of COVID-19 throughout communities around the world has now caused
drastic shifts in the dynamics of how the whole world operates. These changes undeniably cause
major issues in various aspects of our lives including social communication. As face-to-face
communications had been minimized and restricted, people largely depend on social media to
access the latest news, information and communicate with family, friends, and the community.
However, it is apparent that the surge of social media use during the pandemic also witnessed
over-sharing and the widespread of inaccurate news and information that leads to community
divergence and huge societal arguments in the community. Thus, it is highly imperative for the
Muslim community to reflect and revisit the guidelines of ethical social media use based on Islamic
perspectives. Amongst the most ideal references in dealing with these issues are the Hadiths as it
records various aspects of the Prophet's life as a guidance including those relating to ethics of
social communication and the widespread sharing of news and information. There are various
works relating to ethics on social media usage. However, research which tackles these specific
issues by referring to the Hadiths are still inadequate. Therefore, this study aims to construct a
framework on how to use social media ethically by extracting information from related Hadiths. The
data and information will mainly be collected through library research revolving around authentic
accounts from selected books of Hadiths and accounts from both the Prophet ‫صلى الله عليه وسلم‬
himself as well as his companions. A practical and feasible framework will then be constructed
suited to the needs of the current situation after thorough analysis of the collected Hadiths.
Keywords: Hadith, Prophetic Framework, Social Media Usage, Information Sharing, ICT and Islam.

- 37 -

ITS 008 | PHYSICAL SECURITY GUIDELINES FOR MALAYSIAN ARMED FORCES FACILITY USING
CRIME PREVENTION THROUGH ENVIRONMENTAL DESIGN (CPTED)
Roslinda Mohamed1, Hafiza Abas2, Roslinda Ramli3

1, 2Razak Faculty of Technology and Informatic, UTM, Kuala Lumpur, Malaysia
3Faculty of Science and Information Technology, Selangor International Islamic University College

[email protected], [email protected], [email protected]
Abstract. Physical security is an aspect of security control, especially in terms of prevention and
perimeter protection. Physical Security aims to protect the security of documents, staffs, property,
buildings and the environment. However, physical security for military buildings is in the middle of
a social development area. The military area provides space for irresponsible outsiders to access
secrets such as the military daily routine, target building, weapon warehouse, data center and
defense operation center. Moreover, outsiders can secretly observe military activities and location
of the target buildings. Existing defense systems should be integrated with systems to prevent and
protect against all forms of human and natural threats. Therefore, the objective of this study is to
propose guidelines for physical security of Malaysian Armed Forces (MAF). Thus, the objective of
this study is to propose physical security guidelines for Malaysian Armed Forces (MAF) facilities
using Crime Prevention Through Environmental Design (CPTED). For this article, the author applies
the convergent-parallel mixed methods approach, that is, the simultaneous collection of qualitative
and quantitative data, followed by the combination and comparison of these different data. This
approach involves collecting different but complementary data on the same phenomena before
conducting an analysis. The results show that the policies contain three components, namely
electronic, architectural and organizational. These components are related to six CPTED strategies,
namely surveillance and visibility, territoriality, access and escape routes, image and esthetics,
target hardening and maintenance. The physical security guidelines that use CPTED must be
considered from the beginning of building planning and design. Therefore, this paper proposes the
physical security guidelines using CPTED techniques for MAF to improve the physical security
objectives.
Keywords: Physical Security, Guidelines, Crime Prevention through Environmental Design
(CPTED).

- 38 -

ITS 009 | A CONCEPTUAL INTEGRATED PERSUASIVE BEHAVIORAL CHANGE FRAMEWORK BASED
ON MAQASID AL-SHARIAH TO ENCOURAGE GREEN PRACTICES OF MUNICIPAL SOLID WASTE
(MSW) DISPOSAL
Zohora Azmin Shompa1, Hazwani Mohd Mohadis2

1, 2Department of Information Systems, Kulliyyah of Information and Communication Technology,
International Islamic University Malaysia
[email protected]

Abstract. Waste disposal has been a worldwide concern for several decades and the situation is
worsening in developing countries including Malaysia due to the progressive increase in waste
generation in recent years. Improper waste disposal causes a detrimental effect on the
environment and human health. In many developing countries, environmentally friendly practices
(reduce, reuse and recycle) have been introduced to reduce the amount of waste generated and
alternative methods of final waste disposal are increasingly used to reduce environmental impact.
However, most Malaysians have weak awareness of such green practices of MSW disposal despite
numerous efforts made by the government. Therefore, how to motivate Malaysians to adopt green
practices has been of concern. Within sustainable HCI, persuasive technology has been used to
intentionally change user’s behaviors and attitudes through persuasion. However, one of the major
limitations of persuasive technologies is, it does not consider how one’s culture and religious views
shapes their behavior. As Malaysia is a Muslim-majority country and largely influenced by religious
views in guiding and making a positive change in their attitudes and behaviors, we believed
integrating persuasive technology with Maqasid al-Shariah would enhance its persuasive power at
encouraging green practices of solid waste disposal. Accordingly, in this paper we are proposing a
conceptual integrated persuasive behavioral change framework based on Maqasid al-Shariah
aiming to encourage green practices of MSW disposal among Malaysians. We hypothesized this
framework will be beneficial to increase Malaysian community awareness on the importance of
disposing MSW based on Maqasid al-Shariah and eventually reduce risks to health and the
environment due to improper waste disposal.
Keywords: Municipal solid waste disposal, green practices, persuasive technology, Maqasid al-
Shariah, behavior change, Malaysia.

- 39 -

ITS 012 | TOKENISASI PERKATAAN UNTUK TEKS JAWI LAMA
Che Wan Shamsul Bahri Che Wan Ahmad1, Khairuddin Omar2, Mohammad Faidzul Nasruddin3,

Mohd Zamri Murah4
1Faculty of Science & Information Technology, Kolej Universiti Islam Antarabangsa Selangor

(KUIS)
2Faculty of Technology & Information Science, Universiti Kebangsaan Malaysia (UKM)

[email protected]
Abstract. Kertas ini membincangkan penyelesaian masalah tokenisasi dalam domain Jawi,
khususnya yang melibatkan ejaan Jawi lama dan cadangan penyelesaiannya. Tokenisasi adalah
proses memecahkan teks mentah menjadi bahagian-bahagian kecil sama ada dalam menjadi
perkataan atau ayat. Perkataan atau ayat yang dipecahkan dipanggil token. Token ini membantu
dalam memahami konteks atau mengembangkan model untuk Pemprosesan Bahasa Tabii (PBT).
Tokenisasi membantu dalam menafsirkan makna teks dengan menganalisis urutan kata-kata.
Terdapat pelbagai teknik tokenisasi yang tersedia yang dapat digunakan berdasarkan bahasa dan
tujuan pemodelan seperti Tokenisasi Ruang Putih, Tokenisasi Berdasarkan Kamus, Tokenisasi
Berdasarkan Petua, Tokenisasi Subword, Tokenisasi Ekspresi Biasa, Tokenisasi Penn TreeBank,
Tokenisasi Spacy, Pentokenan Moses. Terdapat banyak cabaran dalam tokenisasi, salah satu
cabaran terbesar dalam tokenisasi adalah mendapatkan batasan kata-kata. Dalam bahasa
seperti Cina, Korea dan Jepun simbol mewakili kata-kata dan sukar untuk mendapatkan
sempadan perkataan. Dalam bahasa Inggeris pula terdapat banyak simbol yang digunakan
sebagai £, $, € diikuti dengan angka untuk mewakili wang dan terdapat banyak simbol saintifik
seperti µ, α dan lain-lain lagi yang menimbulkan cabaran dalam tokenisasi. Terdapat juga banyak
bentuk pendek yang digunakan dalam bahasa Inggeris seperti I'm (I am), didn't (did not). Cabaran
dalam ejaan Jawi lama pula adalah sebahagian perkataan ditulis secara bersambung di antara
dua perkataan seperti "‫( "يڠبرڤرڠ‬yang berperang), "‫( "يڠبسر‬yang besar), "‫( "بارڠسياڤ‬barang siapa).
Perkataan-perkataan ini ditulis secara bersambung seolah-olah membentuk satu perkataan.
Kajian ini membincangkan cadangan penyelesaian dalam mengatasi isu ini. Didapati kejayaan
mencapai sehingga 72% ketepatannya apabila diuji terhadap 100 perkataan Jawi lama yang
bersambung.

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ITS 013 | MODELING VEGETATION INDEX CHANGES IN TAIWAN FROM 2000 TO 2020
Sahidan Abdulmana1, Apiradee Lim2, Ibtisam Hama3

1, 2Faculty of Science and Technology, Prince of Songkla University
3Faculty of Science and Technology, Fatoni University
[email protected], [email protected]

Abstract. Vegetation changes play an important roles in climate change. Information from patterns
and trends of these factor reveals the state of the climate in a particular area and can be used to
set up a proper monitoring program. This study aimed to investigate the annual seasonal patterns
and trends of Normalized Difference Vegetation Index (NDVI) by sub-region and by region and to
estimate NDVI increase per decade by region in Taiwan. NDVI time series data from 2000 to 2020
were downloaded from the MODIS website. The natural cubic spline method was used to model
NDVI annual seasonal patterns and linear regression was used to investigate the trends.
Furthermore, multivariate regression was applied to adjust spatial correlation and to estimate NDVI
increases in each sub-region and region. The results show the NDVI increase in March of sub-region
1, 2, 3, 4, and 7 and sub-region 3 and 6 show two peaks in each year. The trends show sub-region
8 in region 1 had the highest mean NDVI which was above 0.8, while sub-region 2 had the lowest
mean NDVI which was below 0.4. However, NDVI shows increasing trend in almost sub-region
except sub-region 15, 22, 23, 27 and 36. In addition, the NDVI in all regions had increasing trends,
except in the eastern Taiwan with stable trend. The average increased of NDVI was 0.01 per
decade. In conclusion, vegetation index in Taiwan is considerably increasing while the causes of
the increasing trends need to be examined in further studies.
Keywords: Normalized difference vegetation index, cubic spline function, multivariate regression
model

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ITS 014 | PENYAHTAKSAAN PERKATAAN HOMOGRAF DALAM TRANSLITERASI MESIN JAWI RUMI
MENGGUNAKAN PENGKELASAN NAIVE BAYES

Che Wan Shamsul Bahri Che Wan Ahmad1, Khairuddin Omar2, Mohammad Faidzul Nasruddin3,
Mohd Zamri Murah4

1Faculty of Science & Information Technology, Kolej Universiti Islam Antarabangsa Selangor
(KUIS)

2Faculty of Technology & Information Science, Universiti Kebangsaan Malaysia (UKM)
[email protected]

Abstract. Transliterasi mesin (TM) adalah proses menukar skrip daripada teks sumber kepada teks
sasaran secara automatik. Dalam konteks TM Bahasa Melayu (BM) Jawi - Rumi, terdapat
kesukaran untuk mendapatkan transliterasi yang berketepatan tinggi bagi perkataan Jawi yang
homograf. Homograf adalah perkataan yang sama ejaannya, tetapi mempunyai makna dan
sebutan berbeza. Dalam ejaan Jawi lama terdapat banyak perkataan homograf, manakala ia
berjaya dikurang apabila Pedoman Ejaan Jawi yang Disempurnakan (PEJYD) mula diperkenalkan
oleh Dewan Bahasa dan Pustaka (DBP) pada tahun 1986. Isu utama dalam kajian transliterasi
mesin BM Jawi - Rumi adalah ketaksaan perkataan apabila perkataan Jawi ditransliterasi kepada
Rumi. Contohnya perkataan “‫ ”بيرو‬boleh ditransliterasi kepada biru atau biro, perkataan “‫”بيليق‬
boleh ditransliterasi kepada bilik atau belek. Kertas ini mencadangkan kaedah pengkelasan Naive
Bayes (NB) digunakan untuk penyahtaksaan homograf bagi TM Jawi - Rumi. Hasil ujian mendapati
ketepatan menggunakan kaedah ini boleh mencapai sehingga 67 peratus.

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ITS 016 | APPLICATION DEVELOPMENT FOR UNDERSTANDING THE FIVE PILLARS OF ISLAM WITH
VR TECHNOLOGY

Faosan Mapa1, Burhan Saleh2, Hassan Hajimasalaeh3
1, 2, 3Faculty of Science and Technology, Fatoni University, Thailand

[email protected]
Abstract. Recently, there are a lot of Islamic mobile applications out there but a small number of
them utilize VR technology. This study aims to utilize the VR technology in Islamic educational
application, and to spread Islamic teachings and culture to non-Muslims. We have found some
Islamic projects but there were not covered the five pillars of Islam topic. The method of this study
is using Agile Model. It is used to describe software development approaches that employ continual
planning, learning, improvement, team collaboration, and evolutionary development. An
application developing pillars of Islam VR is focused ultimately on Muslims and Non-Muslim around
the world. Furthermore, it includes all pillars of Islam and uses VR to attract user's attention and
enhance learning motivation. The results show that the application can run smoothly in normal
conditions.
Keywords: Virtual Reality, Agile Model, Islamic Application, Religious Teaching.

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ITS 017 | DESIGN AND DEVELOPMENT OF BASIC C LANGUAGE PROGRAMMING GAME-BASED
LEARNING APPLICATION

Ibtisam Hama1, Sahidan Abdulmana2, Anas Tawalbeh3, Nurulhusna Abdullatif4
Faculty of Science and Techology, Fatoni University, Pattani, Thailand

[email protected], [email protected], [email protected],
[email protected]

Abstract. C languages is the one of most powerful general-purpose programming languages and
being the compulsory subject in the field of Information technology, Fatoni University to learn.
However, there are many students could not easily to understand the content of programming
language concept, they always have difficulties in studying it and are little interested in it and due
to the fact thus failed in course. Therefore, the purpose of this study is to design and develop an
interactive mobile game-based learning application in basic C language programming concept for
beginner through application to introduces and helping students understanding the programming
concept and syntax. The game-based application has digest programming class and quiz into the
mobile game the students can play as the main character to explore the level and the story and at
the same time learn about the fundamental principles behind it. This game was developed using
Unity Game Engine as development tool, Microsoft visual code studio and Adobe photoshop as its
graphic design tool.
Keywords: C language programming, game-based learning

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ITS 018 | GAMES APPLICATION IN IMPROVING CHILDREN OF NUMERACY SKILL
Nurulhusna Abdullatif1, Suaida Buenae2, Ibtisam Hama3

Faculty of Science and Technology, Fatoni University, Pattani, Thailand
[email protected], [email protected]

Abstract. This paper presented a game application in learning addition, subtraction, division, and
multiplication as basic numeracy skills through a fun learning process. The objective of this study
is to develop a running math game application. This Game goal is to improving numeracy skills for
children in 3rd grade of elementary school. A variety of software tools used include Photoshop,
illustrator, and Unity. The result of this study is mobile game applications for android as a learning
media for children practicing numbers.
Keywords: numeracy skill, mathematics, game application

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ITS 019 | THE IMPACT OF N-GRAM ON THE MALAY TEXT DOCUMENT CLUSTERING
Rosmayati Mohemad1, Nazratul Naziah Mohd Muhait2, Noor Maizura Mohamad Noor3, Zulaiha Ali

Othman4
1, 2, 3Faculty of Ocean Engineering Technology & Informatics, Universiti Malaysia Terengganu,

21030 Kuala Nerus, Terengganu, Malaysia.
4Faculty of Information Science & Technology, Universiti Kebangsaan Malaysia, 43600 UKM

Bangi, Selangor, Malaysia.
[email protected]
Abstract. Document preprocessing is one of the crucial elements in text mining framework to
provide a high-quality model for machine learning applications. The process including tokenizing,
transform cases, stop word removal, and stemming. However, these sub-processes are not enough
to optimize the performance of the clustering. Thus text preprocessing has to be improved by using
N-gram features. N-gram is a sequence of words generate from a text document. This study
evaluates the effectiveness of preprocessing 1000 Malay documents using N-gram and cosine
similarity measures on the K-means clustering algorithm. In addition, the document without N-
gram is compared with the document that applies 2-gram,3-gram, and 4-gram. The result of text
document clustering using 4-gram shows the highest accuracy with 92.48% compared to the text
document clustering without using N-gram, which is 87.32%. The accuracy of the result indicates
that applying N-gram in the Malay document clustering using K-means clustering algorithm could
increase the cluster performance.
Keywords: N-Gram, document clustering, Malay documents, k-means

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ITS 020 | EXPLORATION OF SOUTHERN VIOLENCE USING FREQUENT ITEMSET MINING
Abdunfatah Masamae1, Nourhuda Masamae2, Rhysa McNeil3, Mayuening Eso4
1, 2Faculty of Science and Technology, Fatoni University

3, 4Faculty of Science and Technology, Prince of Songkla University, Pattani Campus
[email protected], [email protected], [email protected],
[email protected]

Abstract. The unrest of violence in the southernmost provinces of Thailand happened over a
decade. It affects both property and human life. The main objective of this study will explore
information that will suit the problem-solving of the southernmost unrest. Secondary data were
collecting between the year 2004 to the year 2020 from the Deep South Coordination Center,
Prince of Songkla University, Pattani Campus. A total of 3,366 events of unrest in Mueang Yala, a
district of Yala province were selected as the study data. Two main variables of unrest
characteristics including number of week and attack type were obtained as a study variable. Apriori
algorithm analysis were applied as association rule of attack type of unrest analysis. The pattern
of this frequent itemset will show the association attack type of the unrest in order to prevent the
severity of unrest affect.
Keywords: Machine learning, association rule, Apriori, frequent itemset mining, unrest

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ITS 021 | A REVIEW OF DETECTION TECHNIQUE FOR FLOODING ZONE AND LANDSLIDE
SUSCEPTIBILITY ZONE)

Iksal Yanuarsyah1, Syarbaini Ahmad2
1Ibn Khaldun University of Bogor (UIKA Bogor), Kota Bogor, Jawa Barat, Indonesia
2Kolej Universiti Islam Antarabangsa Selangor (KUIS), Bandar Sri Putra, Kajang, Selangor,

Malaysia
[email protected], [email protected]
Abstract. Floods as one of natural disaster can trigger landslides. Floods and landslides generally
occur on a small micro scale and usually produced on a large scale map. Several data parameters
are used to describe the distribution area of flooding and landslides, such as Topographical,
Geological, Land Use/Cover, Floor Area, Rainfall, Soil, River/Stream, Roads/Street, Seismicity,
Intense Precipitations, Building Footprint Area, and Population. Prediction of flood zone and
landslide susceptibility zones uses data parameters that are analyzed using a quantitative
approach. Meanwhile, combination with a qualitative approach is usually used to analyze the data
parameters that more influence on the occurrence of floods and landslides based on the frequency
of disaster events. This paper is attempts (1) to review methodology used to predict flood event
zones and landslide susceptibility zones or floods that trigger landslides with quantitative
approaches, qualitative approaches and combinations thereof and (2) to perform eligible data
used or material as driven factor and subfactor triggering flooding and landslide. From the
acquisition of 109 references paper related to the prediction of flood disaster zones or landslide
vulnerability zones, about 87 references paper were obtained that linked flood disaster zones and
landslide vulnerability zones and used as input material. Based on selected paper identified
particular parameter (12 factors and 17 subfactor) were used to describe the distribution area of
floods and landslides.
Keywords: Flooding, Landslide, approach, methodology, eligible data

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ITS 022 | KAJIAN RINTIS: KESAN INFODEMIK MEDIA SOSIAL KE ATAS EMOSI DAN KESIHATAN
MASYARAKAT MALAYSIA TERHADAP PANDEMIK COVID-19
Marziana Abdul Majid1, Asrina Suriani Mohd Yunus2

1, 2Fakulti Sains & Teknologi Maklumat, Kolej Universiti Islam Antarabangsa Selangor (KUIS)
[email protected], [email protected]

Abstract. Virus Covid-19 telah memulakan serangan bermula pada penghujung tahun 2019 di
China. Virus ini merebak ke seluruh dunia dengan pantas pada awal tahun 2020 sehingga
menyebabkan banyak kematian. Kesatuan Kesihatan Sedunia (WHO) telah mengumumkannya
sebagai pandemik. Pelbagai usaha telah dilakukan oleh seluruh dunia dalam menghadapi
serangan Covid-19 seperti mewajibkan pemakaian penutup muka, penjarakan sosial dan
mengurangkan pergerakan ke tempat awam. Namun, pada tahun 2021 serangan Covid-19 di
Malaysia semakin dahsyat sehingga kes baharu mencecah sembilan ribu kes sehari. Saban hari
rakyat disajikan dengan maklumat yang mengerikan tentang situasi Covid-19 yang semakin
kritikal di Malaysia. Keadaan ini sangat membimbangkan dan menyebabkan rakyat Malaysia
menjadi panik. Situasi ini dipanggil sebagai infodemik iaitu lambakan maklumat yang menakutkan
dengan pantas menyebabkan situasi menjadi semakin tegang. Kajian ini untuk mengenalpasti
kesan sosial media ke atas kesihatan mental dan peningkatan rasa panik terhadap Covid-19 di
Malaysia. Kajian ini menggunakan kaedah kuantitatif melalui instrumen borang kaji selidik yang
diedarkan secara online kepada 500 pengguna media sosial di Malaysia. Data yang diperolehi dari
responden dianalisis menggunakan perisian SPSS. Hasil kajian mendapati sosial media
merupakan faktor yang mempengaruhi kesihatan mental dan menyebabkan peningkatan rasa
panik rakyat terhadap isu pandemik di Malaysia. Aplikasi Whatsapp merupakan pelantar media
sosial yang banyak digunakan dalam penyebaran maklumat Covid-19 di Malaysia. Sepanjang
tempoh Perintah Kawalan Pergerakan (PKP) di Malaysia, rakyat menggunakan media sosial bagi
mendapatkan maklumat Covid-19. Penerimaan dan tindakbalas rakyat terhadap maklumat yang
diperolehi adalah berbeza bergantung kepada jantina, umur dan tahap pendidikan. Namun di
Malaysia, sosial media menjadi kunci utama peningkatan rasa panik rakyat terhadap Covid-19.
Keywords: Media sosial, Covid-19, infodemik, panik, kesihatan, Malaysia, impak

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