PICTL NO POSTER TITLE AGENCY
PICTL 001 SERVICE-LEARNING EXPERIENCE AND ITS APPLICATION TO UPM
ENHANCE EMPLOYABILITY: A CASE STUDY OF MALAYSIAN PUBLIC
PICTL 002 UNIVERSITY STUDENTS UPM
UPM
Muhd Khaizer Omar, Mohd Fakhrul Azizie Mohd Zaid & Mohd Mokhtar UPM
Muhamad UniSZA
UPM
FUNKY JUNK
Mohamad Faiz Zainuddin, Afiqah Aiman Abdul Gaffar, Pubeshwaran a/l UPM
Yuvarajan, Syakirah Azmi, Tan Kok Rui & Nur Syafiqah Hanis Saiful Baharim UniSZA
UPMKB
PICTL 003 DESIGNING XR+: A PLUG-AND-PLAY AUGMENTED REALITY APPS
PROTOTYPE FOR GAMIFIED INSTRUCTION UPM
UPM
Mas Nida Md. Khambari
UPM
PICTL 004 STEM BASED ACTIVITIES AS ALTERNATIVE TO ASSESS TEAM UPM
WORK ELEMENT IN TEACHING AND LEARNING
UPM
Zurina Zainal Abidin UPM
SIMU-RAD
PICTL 005 Adila Hanim Aminordin Sabri & Suffian Mohamad Tajudin
PICTL 006 PROBLEM-BASED LEARNING: BLENDING INTERACTIVE E-
LEARNING TOOLS WITH HANDS ON AND COMMUNITY LEARNING
EXPERIENCES
Lai Kok Song, Mohd Mokrish Ajat, Rozaihan Mansor
PICTL 007 GAMIFICATION OF HAEMATOLOGY USING A BOARD GAME
PICTL 008 Lai Mei I, Eusni Rahayu Mohd Tohit, Faridah Idris & Sabariah Md Noor
PICTL 009 DYNAMIC VIRTUAL E-LEARNING CORPUS-AIDED TOOL (DVECT)
Kamariah Yunus, Ibrahim Bashir & Mohd Safwan Mohd Anuwi
INNOVATIVE TEACHING APPROACHES IN BIOLOGY EDUCATION
FOR PROMOTING SUSTAINABILITY
Shiamala Devi Ramaiya, Shafinah Kamarudin, Suziana Hassan, Muta Harah
Zakaria & Japar Sidik Bujang
PICTL 010 PENGHAYATAN SEMANGAT PATRIOTISME MELALUI AKTIVITI
PICTL 011 SANTAI NEGARAKU
PICTL 012 Ku Hasnita Ku Samsu
PICTL 013
INGNEOSA™: GAMIFICATION IN SMALL ANIMAL ONCOLOGY FOR
VETERINARY UNDERGRADUATES
Gayathri Thevi Selvarajah, Wan Mastura Shaik Mohamed Mossadeq, Mazlina
Mazlan, Razali Yaakob, Yusmadi Yah Jusoh & Idawaty Ahmad
I – KREDIBILITI BERITA
Akmar Hayati Ahmad Ghazali, Rahmawati Nurdin & Hannah Atirah Rohisan
KEBERKESANAN PENGAPLIKASIAN MOOC KESENIAN MELAYU
TERHADAP MAHASISWA PROGRAM KESUSASTERAAN MELAYU,
UNIVERSITI PUTRA MALAYSIA
Salmah Jan Noor Muhammad, Normaliza Abd Rahim, Che Nuraini Che
Putih, Khairul Zaine Jasni & Jaqlyn Patricia Anak Jelani
PICTL 015 ISLAMIC FINANCE PRINCIPLES & APPLICATIONS
PICTL 016 Junaina Muhammad, Fauziah Mahat, Sabarina Mohamed Shah & Amalina
Abdullah
DROP THE CUBE & GET IT RIGHT
Hasnah Bahari, Thandar Ei, Rafidah Hod, Rokiah Bahari & Shahidan
Sulaiman
PICTL 017 INTERACTIVE MULTIMEDIA WEBSITE IN LEARNING BASIC UPM
PICTL 018 JAPANESE UPM
PICTL 019 Muhammad Alif Redzuan Abdullah & Sanimah Hussin UPM
UPM
PICTL 020 AR CRYSTAL: AUGMENTED REALITY FOR MOBILE LEARNING
PICTL 021 Mazliana Ahmad Kamarudin & Muhammad Aiman Mohd Badrulzaman Shah UniSZA
PICTL 022 UniSZA
PICTL 023 CELLHISTO: A PORTAL TO ADVANCE CELL LEARNING
PICTL 024 Nur Fatihah Mohd Yusoff, Parameswari Namasivayam & Nik Mohd Afizan Nik UPM
PICTL 025 Abd Rahman UPM
PICTL 026 SOCIAL VALUES IN STORIES VIA SONGS AMONG ASPERGER’S
SYNDROME CHILDREN UniKL
PICTL 027 Normaliza Abd Rahim, Siti Nur Aliaa Roslan, Nik Rafidah Nik Muhammad UPM
PICTL 028 Affendi, Hazlina Abdul Halim, Salmah Jan Noor Muhammad, Roslina Abu
PICTL 029 Bakar & Nur Maisarah Roslan UPM
PICTL 030 MYDGB – MALAYSIAN DAIRY GOATS BREED
PICTL 032 UPM
PICTL 033 Ahmad Syazni Kamarudin, Norshida Ismail & Mohd Nizam Haron UPM
PICTL 034 APLIKASI FACEBOOK GROUP DALAM PDP LITERASI BAHASA ARAB UPM
(FG-QIROAHKITABAH) UPSI
UPM
Siti Salwa Mohd Noor & Norasyikin Osman
UPM
BINGO QUIZ: GAMIFICATION ASNALTERNATIVE ASSESSMENT
Nik Nor Liyana Nik Ibrahim
ANIMASI DAN LAGU CERITA RAKYAT
Normaliza Abd Rahim, Siti Nur Aliaa Roslan, Hazlina Abdul Halim, Nor
Shahila Mansor, Roslina Mamat, Nik Rafidah Nik Muhammad Affendi & Nur
Maisarah Roslan
BUILDING DESIGN AND COMFORT TOWARDS BUILDINGS IN
TROPICAL URBAN ENVIRONMENT
Siti Nur Aliaa Roslan
COMMUNITY-BASED LEARNING DESIGN IN PLANT SCIENCE:
ELEVATING STUDENT’S INTEREST THROUGH EXPERIENTIAL
LEARNING
Lai Kok Song, Noor Baity Saidi, Nadiya Akmal Baharum, Wan Zuhainis Saad
A FRAMEWORK FOR ASSESSING STUDENT PARTICIPANT IN
COMMUNITY SERVICES
Masnida Hussin, Mohamad Syahmi Said, Noris Mohd Norowi, Nor Azura
Husin, Salfarina Abdullah & Nur Fatihah Mohd Yusoff
PHYSIOLOGY ONION
Rafidah Hod, Hasnah Bahari, Yong Yoke Keong & Thandar Ei
INTEGRATED EXAMINATION MANAGEMENT SYSTEM
Idawaty Ahmad, Norwati Mustapha, Ahmad Fariz Saat, Nurhidayah Nadeera
Abdul Majid, Abdirahman Mohamed AbouBaker & Omar Ali Mohammed
Abdullah
PUTTING THE STD IN STDS
Chia Suet Lin, Saila Ismail, Adelene Song Ai Lian, Wan Zuhainis Saad, Asilah
Ahmad Tajuddin & Mohd Termizi Yusof
MOBILE LEARNING APPLICATION MCLASS
Syaza Hazwani Zaini & Ahmad Fauzi Mohd Ayub
PEMBELAJARAN AKTIF (ACTIVE LEARNING) & TRANSFORMATIF
(TRANSFORMATIVE TEACHING): TUMPUAN KEPADA APLIKASI
ARGUMENTED REALITY (AR), QR CODE, FLIPGRID DAN GAMIFIKASI
Ahmad Nasir Mohd Yusoff, Rozihan Mohamad, Nabil Imran, Akmal Zarin, Mh.
Syafiqul Islam & Noralina Ali
AMALAN TERBAIK PENAKSIRAN VIA E-PORTFOLIO DIGITAL SEBAGAI
ALTERNATIF PENGAJARAN DAN PEMBELAJARAN (ALTERNATIVE
ASSESMENT)
Ahmad Nasir Mohd Yusoff, Rozihan Mohamad, Nabil Imran, Akmal Zarin, Mh.
Syafiqul Islam & Noralina Ali
VIRTUAL MPU UPM: PENGALAMAN PEMBELAJARAN IMERSIF RAKAN UPM
VIRTUAL (VIRTUAL PEER IMMERSIVE LEARNING EXPERIENCE)
PICTL 035 DALAM PEMBELAJARAN KURSUS UNIVERSITI (TITAS, HUBUNGAN
ETNIK & KENEGARAAN) VIA TEKNOLOGI DIGITAL
PICTL 036
Ahmad Nasir Mohd Yusoff, Rozihan Mohamad, Sidek Ab.Aziz & Noralina Ali
PICTL 037
PICTL 038 FLEXIBILITI WEB 2.0 DAN REVOLUSI INDUSTRI PENDIDIKAN 4.0 UPM
PICTL 039 DALAM PRAKTIS 1,2,3,7 ‘PUTRABLAST’ & MOOC MPU UNIVERSITI UPM
PICTL 040 PUTRA MALAYSIA (UPM)
PICTL 041
PICTL 042 Ahmad Nasir Mohd Yusoff, Rozihan Mohamed, Taufik Mohd Ayup & Noralina
Ali
CASE-BASED TEACHING IN MEDICAL MICROBIOLOGY IN
UNDERGRADUATE MEDICAL PROGRAMME AT UNIVERSITI PUTRA
MALAYSIA (UPM)
Syafinaz Amin Nordin & Nor Afiah Mohd. Zulkefli
PO SCORECARD TAYLOR'S UNI.
Reynato Andal Gamboa & Chockalingam Aravind Vaithilingam
AGRICULTURAL ENTREPRENEURSHIP: IN GREEN WE INVEST & UniSZA
HARVEST
Nalini Arumugam, Fakhrul Anwar Zainol, Khamsah Suryati & Connie Fay
Komilus
INSTRUCTIONAL MODALITIES ANALYTICS TOWARDS LEARNER- UPM
CENTERED LEARNING DESIGN
Nurfadhlina Mohd Sharef, Sazlinah Hassan, Masrah Azrifah Azmi Murad,
Erzam Marlisah & Maslina Zolkepli
TRANSFORMASI TRADISI PEMBACAAN MANUSKRIP MELAYU KE UPM
DUNIA SIBERGOGI UPM
Salmah Jan Noor Muhammad
TEACHING WITHOUT LECTURES: A JOURNEY INTO A TOTALLY
IMMERSIVE STUDENT CENTERED LEARNING BY GAMIFICATION
Johan Ismail
PROMOTING THE USE OF ROLE PLAY SIMULATION EXPERIENTIAL TAYLOR'S UNI.
PICTL 044 LEARNING ACTIVITIES TO EMPOWER 21ST CENTURY LEARNERS
Lai Zee Wei & Yap Wei Hsum
PICTL 045 DEVELOPING AN INCLUSIVE CLASSROOM CULTURE USING ONLINE TAYLOR'S UNI.
PICTL 046 LEARNING FEEDBACK SYSTEM
PICTL 047
PICTL 048 Teoh Ming Li & Tang Yin Quan
PICTL 049
THE USE OF COLLABORATIVE NETWORKED PLATFORMS AND TAYLOR'S UNI.
TEAMWORK ASSESSMENT FRAMEWORK IN SUPPORTING GROUP
LEARNING
Yap Wei Hsum & Goh Bey Hing
LEARNING PLANT VIA AUGMENTED REALITY BOARD GAME UPM
Hizmawati Madzin, Ainur Farahilyana Mohamed & Rahmita Wirza O. K.
Rahmat
FLIPPED CLASSROOM INTEGRATION IN FOOD TECHNOLOGY TO UPM
ENHANCE CONSTRUCTIVE ASPECT OF LEARNING
Radhiah Shukri & Nur Hanani Zainal Abedin
MASSIVE OPEN ONLINE COURSE IN HALAL FOOD UPM
Radhiah Shukri, Roselina Karim, Russly Abdul Rahman, Noranizan Mohd
Adzahan, Anis Shobirin Meor Hussin, Badlishah Sham Baharin, Ismail Fitry
Mohammad Rashedi & Nor Afizah Mustapha
PICTL 050 THE PITCH: TRANSLATING SCIENTIFIC TEACHING THROUGH UPM
PICTL 051
HYBRID EXPLORATION
PICTL 052
PICTL 053 Siti Sarah Othman & Nik Mohd Afizan Nik Abdul Rahman
PICTL 054
PICTL 055 MEDICAL STUDENTS’ PERCEPTION ON SIMULATION-BASED UPM
PICTL 056
APPROACH TO TEACHING THE MANAGEMENT OF ACUTE CLINICAL
PICTL 057
PICTL 058 CONDITIONS
PICTL 059
PICTL 060 Syafinaz Amin Nordin, Mohd Ikmal Abd Kahar, Iskasymar Itam@Ismail &
PICTL 061
Halimatus Sakdiah Minhat
PICTL 062
INNOVATIVE PARADIGM SHIFT OF EMBEDDING EQ INTO PBL IN AN TAYLOR'S UNI
PICTL 063
PICTL 064 ENGINEERING FOUNDATION PROGRAMME
PICTL 065
PICTL 066 Sivakumar Sivanesan, Se Yong Eh Noum, Satesh Namasivayam & Hosseini
PICTL 067
PICTL 068 Fouladi
AN INTRODUCTORY CARD GAME TO GENETICS: IT'S IN MY GENES UPM
Ashreen Norman, Nur Alya Syafinaz Mohd Nasir, Nur Mardhiatuaini Che Zol,
Nur Fatihah Mohd Yusoff, Mas Jaffri Masarudin, Nurulfiza Mat Isa
REKABENTUK PEMBELAJARAN BAHASA MELALUI TERJEMAHAN UPM
AUDIOVISUAL
Hazlina Abdul Halim, Normaliza Abd Rahim & Muhd Zulkifli Ismail
MAKANAN SELAMAT ANDA JIMAT UPM
Rahimah Jamaluddin, Rafidah Abdul Rashid & Aziela Zainun
IMPAK PENULISAN KARANGAN BAHASA MELAYU MURID UPM
BERMODELKAN KERANGKA E-KARANG ‘SILA FOCKes SINI’
Rozita Radhiah Said & Abdul Rasid Jamian
UNDERSTANDING LEARNERS’ DIFFICULTIES IN TRANSLATION OF UPM
FRENCH AND MALAY THROUGH AUDIOVISUAL AID: A THINK-ALOUD
PROTOCOL STUDY
Hazlina Abdul Halim
GAMETHICS: NURTURING ETHICAL AWARENESS THROUGH GAMES UPM
Mohamad Zulfazli Mohd Sobri
SAIDINA BOARD GAME IN LEARNING ACCOUNTING UPM
FUNDAMENTALS
Aslam Izah Selamat
FACE-TO-FACE IMMERSIVE LEARNING EXPERIENCE: FROM IRON UPM
CHEF TO SHERLOCK HOLMES
Nurdiyana Ahmad Denil
PUTRA BAKTI @ AnimEx (Animal Exhibition) UPM
Juriah Kamaludeen, Shahrulrazid Sarbini, Roslan Ismail, Fakhzan Buang &
Noor Hakim Ahmad
UTILIZATION OF A WORK-INTEGRATED LEARNING PEDAGOGY AT INTI International
HIGHER LEARNING INSTITUTION: FOSTERING ENGAGEMENT WITH University
INDUSTRY PROJECTS
Phuah Kit Teng, Siti Intan Nurdiana Wong Abdullah & Bernard Lim Jit Heng
LEARNING ACCOUNTING FROM THE CHARACTERS OF THE FIVE UPM
SWORN-BROTHERS
Hasri Mustafa UPM
CONNECTING THE DOTS: PROBLEM BASED LEARNING MODULE
FOR APPLICATION OF THEORY TO REAL LIFE UPM
Nurul Huda Osman UPM
UNITY AND DIVERSITY
Rahimah Jamaluddin, Firdina Ibrahim & Rosinar Johari UPM
SISWA@FESYEN UPM
Rahimah Jamaluddin, Mass Hareeza Ali@Hamid, Firdina Ibrahim & Rosinar
Johari
CONFLICT RESOLUTION: THE ART OF SUCCESS
Mohd Mursyid Arshad
ENHANCING STUDENTS’ LEARNING EXPERIENCE: INNOVATIVE E-
PEDAGOGY THROUGH VIDEO ASSIGNMENT
Tan Ngai Paing & Lai Kok Song
PICTL 069 ASPERLABS: AN OPEN SOURCE VIRTUAL LABORATORIES FOR UPM
PICTL 071
PICTL 072 FOUNDATION PROGRAMME
PICTL 073
Muhammad Alif Mohammad Latif, Norihan Md Arifin & Marina Mohd
Top@Mohd Tah
EMPOWERING TEACHING AND LEARNING WITH G-SUITE Multimedia
Hawa Rahmat, Mohd Hairul Anuar Razak, Rohaidah Mashudi, Nor Huda University
Abdul Hamid & Nurhazlini Rahmat
DESIGN OF INDOOR PORTABLE GREEN HOUSE UPM
Nuraini Abdul Aziz & Azmah Hanim Mohamed Ariff
CULTIVATING SOCIAL ENTREPRENEURS THROUGH EXPERIENTIAL INTI International
EDUCATION: A MULTI-STAKEHOLDER COLLABORATION University
PICTL 074 Siti Intan Nurdiana Wong Abdullah, Phuah Kit Teng & Umi Kalsom Kassim UPM
PICTL 075 IMPROVING STUDENTS’ LEARNING ON UML CLASS DIAGRAM VIA UPM
PICTL 076 RECOMMENDER-BASED APPROACH
Norhayati Mohd Ali, Sara H.S. Almadi & Novia Indriaty Admodisastro UPM
PICTL 077 EZ MINDMAP FOR THE DEVELOPMENT OF CRITICAL THINKING
PICTL 078 SKILLS UPM
PICTL 079 Sidek Ab Aziz, Ahmad Nasir Mohd Yusoff, Nuraidayani Effendy & Zakiah UPM
PICTL 080 Roslan UPM
PICTL 81 MODULAR BASED COURSEWARE DEVELOPMENT AND UPM
PICTL 82 EVALUATION: ESPRINT TM QUAD GENPHYS 2.1 UPM
PICTL 83 Sidek Ab Aziz, Ahmad Nasir Mohd Yusoff, Nuraidayani Effendy, Nurul Nabilah UPM
PICTL 84 Fedzir, Nur Aziatul Sazira M Afandi, Noor Wahidah Zainol Jamil & Nurul Ain UPM
PICTL 85 Ibrahim UPM
DAM HAJI TECHNIQUE TO IMPROVE STUDENTS' CONCEPTUAL UPM
UNDERSTANDING OF PN-JUNCTION
Suriati Paiman, Azwan Ismail Ibrahim & Nurul Huda Osman
MFRS PEER DISCUSSION SESSIONS – UNDERSTANDING THE
BUSINESS
Siti Manisah Ngalim
MEASURING CRITICAL THINKING PROBLEM SOLVING SKILLS OF
ENGINEERING STUDENTS USING A COMPREHENSIVE
ASSESSMENT APPROACH
Marsyita Hanafi & Syamsiah Mashohor
ENGAGE LEARNING: REALIZING OPTICAL ILLUSIONS THROUGH
MODEL CONSTRUCTION
Marsyita Hanafi & Syamsiah Mashohor
A TRANSLATIONAL FROM LABORATORY TO FIELD LEARNING FOR
PLANT COURSE
Janna Ong Abdullah, Lai Kok Song & Noor Baity Saidi
INTRODUCING STUDIOGOGY AS A NEW APPROACH FOR ACTIVE
LEARNING: A PROPOSAL FOR DESIGN BASED PEDAGOGY
Mohd Zairul Mohd Noor & Mohd Azli Mohamad Jamil
TRAINING PHYSICAL ACTIVITY USING MOBILE AUGMENTED
REALITY EXERGAMING APPLICATION
Rahmita Wirza O.K. Rahmat, Norain Khasirah Saari, Che Nur Shafareen
Afera Che Anuar & Nur Athirah Hassan Basri
DOCTOR TO PATIENT NOTES
Rahmita Wirza O.K. Rahmat, Aiman Nadiah Abdul Malek, Mohamad Arif
Muhammad Nor & Nur Athirah Hassan Basri
IMMERSIVE LEARNING: DEVELOPING A ROLE-PLAYING GAME IN
TEACHING HISTORY SUBJECT
Mohd Mokhtar Muhamad
PICTL 86 EXISTENTIAL REFLECTION ON MEANINGFUL EDUCATION UPM
PICTL 87 Mohd Mokhtar Muhamad UPM
PICTL 88 UPM
PICTL 89 TEACHING MEDICAL ETHICS AND PROFESSIONALISM USING CASE UPM
PICTL 90 VIGNETTE PUZZLE TO THIRD-YEAR MEDICAL STUDENTS UPM
PICTL 91 Puteri Shanaz Jahn Kassim UPM
PICTL 92 UPM
PICTL 93 ANIMATED KARAOKE ASSISTED VOCABULARY LEARNING UPM
PICTL 94 Muhammad Alif Redzuan Abdullah & Sanimah Hussin
PICTL 95 UPM
PICTL 96 GAMIFICATION IN JAPANESE VOCABULARY LEARNING UPM
Sanimah Hussin & Muhammad Alif Redzuan Abdullah
PICTL 97 UPM
SAFE FREEDOM: TO FLIP? OR NOT TO FLIP? UPM
PICTL 98 Yap Wai Sum, Andrew Morgan Tennant & Lai Kok Song
UPM
PICTL 99 RAS IN ACTION
PICTL 100 Fadhil Syukri, Nadiatul Hafiza Hassan & Siti Nur Ain Azahar UPM
PICTL 101
PICTL 102 APPLICATION OF SCIENCE-ART CONVERGENCE IN THE LEARNING UPM
PICTL 103 DESIGN FOR LIFE SCIENCE STUDENTS UPM
Mariatulqabtiah Abdul Razak & Faridah Qamaruzzaman UPM
UPM
SHOWCASING ABSTRACTCHECKER.COM AS A TOOL FOR
SUCCESSFUL ABSTRACT WRITING
Ain Nadzimah Abdullah, Helen Tan, Syamsiah Mashohor, Lee Geok Imm &
Sharon Sharmini Victor Danarajan
INVENTION AND PRODUCT DEVELOPMENT THROUGH PROJECT
BASED LEARNING (PBL) IN COASTAL TOURISM INDUSTRY
Mohd Hazwan Mohd Puad
EXEMPLIFYING THE PRINCIPLES OF ADULT LEARNING THEORIES
TO POSTGRADUATE STUDENTS THROUGH SELF-DIRECTED
LEARNING PROJECT
Nur Aira Abd Rahim & Khairuddin Idris
LAMARITIME: LEARNING ABOUT MARINE INVERTEBRATES
THROUGH IMAGE EXAMPLE
Mas Rina Mustaffa, Lili Nurliyana Abdullah & Nurul Amelina Nasharuddin
EDIBLE GARDEN PROJECT - IMPROVING SOCIAL SKILLS AMONG
FOUNDATION STUDENTS VIA AGRICULTURAL COMMUNITY
SERVICE
Muhammad Alif Muhammad Latif, Nur Hana Faujan, Intan Diana Mat Azmi,
Adila Mohammad Jaafar, Min Min Aug @ Aishah Abdullah, Norazlinaliza
Salim, Siti Efliza Ashari, Siti Nurul Ain Md Jamil, Shah Christirani Azhar,
Ermelia Rohayu Ramlan, Muhammad Termidzi Abd Jamal & Mohd Zaizi
Desa
ASPERSKETCH: SKETCH FROM SCRATCH
Muhammad Alif Muhammad Latif, Nur Hana Faujan, Intan Diana Mat Azmi,
Adila Mohammad Jaafar, Min Min Aug@Aishah Abdullah, Norazlinaliza Salim,
Siti Efliza Ashari, Siti Nurul Ain Md Jamil, Shah Christirani Azhar, Hidayu Aris
& Nur Syafiqah Idris
CHEMISTRY VIRTUAL 3DAR: FROM ORDINARY TO FUN LEARNING
Muhammad Alif Mohammad Latif, Intan Diana Mat Azmi, Shah Christirani
Azhar, Adila Mohamad Jaafar, Siti Nurul Ain Md. Jamil, Norazlinaliza Salim,
Nur Hana Faujan, Mohd Zaizi Desa, Nur Syafiqah Idris, Hidayu Aris, Siti Efliza
Ashari & Min Min Aug@Aishah Abdullah
COLLABORATIVE LEARNING USING COLLOTAB
Noris Mohd Norowi, Teo Rhun Ming, Ong Beng Liang, Azrul Hazri Jantan,
Rahmita Wirza O. K. Rahmat & Masnida Hussin
AMALAN PENGGUNAAN YOUTUBE DALAM PENGAJARAN DAN
PEMBELAJARAN KURSUS SKP2204 HUBUNGAN ETNIK
Amini Amir Abdullah, Ahmad Nasir Mohd Yusoff & Mohd Daud Awang
LEARNER-CENTERED APPROACH FOR ENHANCED LEARNING
EXPERIENCE IN SCIENCE PRACTICAL CLASSES
Nadiya Akmal Baharum, Normi Mohd Yahaya & Ho Chai Ling
EXPERIENCE OF E-CLINICAL LEARNING AMONG UPM CLINICAL
MEDICAL STUDENT
Wan Zul Haikal Hafiz Wan Zukiman, Nor Fadhlina Zakaria & Anim Md Shah
PICTL 104 THE DEVELOPMENT AND IMPACT OF ‘POKE GO’ BOARD GAME IN UPM
PICTL 105 PROMOTING SCHOOLCHILDREN’S READING COMPREHENSION: A
PICTL 106 MULTI-METHOD IMMERSIVE LEARNING INITIATIVE BY PUTRA UPM
PICTL 107 FUTURE CLASSROOM@EDUC UPM
PICTL 108 Aini Marina Ma’rof & Liow Choy Yoke
PICTL 109 HOLOVOICE: VOICE INTERACTION HOLOGRAM APPLICATION UPM
Puteri Suhaiza Sulaiman, Azreen Azman, Hizmawati Madzin & Siti Khadijah UPM
PICTL 110 Adam UPM
PICTL 111 TECHNOLOGY-ENHANCED COLLABORATIVE-BASED TERM-LONG
PICTL 112 RESEARCH PROJECT AS AN ALTERNATIVE ASSESSMENT IN UPM
PICTL 113 GRADUATE LEVEL COGNITIVE PSYCHOLOGY: AN E-BOOK OF UPM
PICTL 114 EMPIRICAL FINDINGS ON WORRY AND WORKING MEMORY UPM
PICTL 115 Aini Marina Ma’rof, Norazirah Buang & Nornabilah Ali UPM
PICTL 116 PHARMACOAPP: AN INTERACTIVE AND ENGAGING LEARNING TOOL UPM
TO LEARN PHARMACOLOGY FOR UPM MEDICAL STUDENTS UPM
PICTL 117 UPM
Siti Khadijah Adam, Muhammad Zulfadli Mehat & Noris Mohd Norowi UPM
LEADERSHIP DEVELOPMENT: REAL LESSON FROM CLASSROOM
Siti Noormi Alias
LEARN TO PLAY (L2P), PLAY TO LEARN (P2L) AND LEARN TO LEARN
(L2L): INTEGRATING UNIVERSAL DESIGN FOR LEARNING (UDL) AND
GAMIFICATION
Chong Chou Min, Zarirah Mohamed Zulperi, Puan Chong Leong, Lai Kok
Song, Mohd Noor Hisham Mohd Nadzir, Mohd Redzwan Sabran & Muta
Harah Zakaria
PUTRA FUTURE CLASSROOM@EDUC: AUGMENTING
COMMUNICATION, CRITICAL THINKING AND PROBLEM SOLVING
SKILLS THROUGH MOCK PARLIAMENTARY DEBATE
Mas Nida Md. Khambari
PREPARING FUTURE CLASSROOM: ASSESSING AND PREDICTING
STUDENT’S PERFORMANCE THROUGH PUTRAEDUSIM BIG DATA
Erzam Marlisah, Habibah Ab Jalil, Ismi Arif Ismail, Masrah Azrifah Azmi
Murad & Rosnani Jusoh
VILECUBE: AN INTERACTIVE VIRTUAL LEARNING CUBE
APPLICATION
Puteri Suhaiza Sulaiman
BIJAK IMBUHAN
Vijayaletchumy Subramaniam & Ooi Chwee Hwa
PLANT BIOCHEMISTRY DIGITAL BOARD GAME
Azzreena Mohamad Azzeme & Izham Wahyudi Yusri
MOOC TITAS & PRAKTIS TEKNOLOGI DIGITAL 2.0 DALAM REVOLUSI
INDUSTRI PENDIDIKAN 4.0
Adlina Ab. Halim, Ahmad Nasir Mohd Yusoff , Normala Othman, Zaid Ahmad,
, Nobaya Ahmad, Murni Wan Mohd Nor, Atira Abdul Samad
IMPROVING CLASSICAL PROJECT: INDUSTRY INVOLVEMENT IN
HUMAN-COMPUTER INTERACTION COURSE
Azrina Kamaruddin, Novia Admodisastro, Noris Norowi, Salfarina
Abdullah,Sa’adah Hassan, Evi Indriasari Mansur
CROWD-SOURCE DESIGN OF TEACHING AND LEARNING
Makhfudzah Mokhtar, Ahmad Salahuddin Mohd Harithuddin, Wan Azizun
Wan Adnan, Noor Ain binti Kamsani, Diyana Jamaludin, Zainuddin Md.
Yusoff, Zanariah Mohd Dom, Zuraidah Zan, Faisul Arif Ahmad, Marsyita
Hanafi, Sharifah Mumtazah, Samsul Bahari Mohd Noor, Noor Izzri Abd
Wahab, Siti Azfanizam Ahmad, Mohamed Thariq Hameed Sultan, Mohd.
Zahirasri Mohd. Tohir, Zamir Aimaduddin Zulkefli
PICTL 120 PENDEKATAN NARATIF SEBAGAI PEDAGOGI PSIKOLOGI DAN UPM
PICTL 121 SOSIOLOGI PERKEMBANGAN MORAL UniSZA
PICTL 122 Maizura Yasin & Nur Surayyah Madhubala Abdullah
PICTL 123 VISUAL E-TRAVELOG ASIA TENGGARA DALAM PERADABAN SOSIAL, UPM
PICTL 124 AGAMA, EKONOMI, POLITIK & BUDAYA
Razi Yaakob, Ahmad Nasir Mohd Yusoff, Hamdan Aziz, Nizaita Omar, Hanif UPM
Md Lateh@Junid & Ab. Aziz Sulaiman UPM
UPM
“IF YOU CAN'T EXPLAIN IT SIMPLY, YOU DON'T UNDERSTAND IT UPM
WELL ENOUGH”: AN EXERCISE IN PUBLIC SCIENCE
COMMUNICATION FOR UNDERGRADUATE ENGINEERING UPM
STUDENTS UPM
Ahmad Salahuddin Mohd Harithuddin, Mohd Faisal Abdul Hamid, Ezanee UPM
Gires & Ramez Gamal Ali
UPM
KERANGKA MODEL AMALAN BERTINGKAH LAKU MORAL MURID UPM
MELAYU UPM
Maizura Yasin, Nur Surayyah Madhubala Abdullah, Samsilah Roslan & Nor UPM
Wahiza Abd. Wahat
GAMES DEVELOPMENT FOR INFORMATION TECHNOLOGY AS
INITIATIVE FOR ENSURING CLASS ATTENDANCE, ENGAGEMENT,
ATTRITION AND ATTENTION
Nor Azura Husin, Nurfadhlina Mohd Sharef & Aziah Asmawi
PICTL 125 MOTIVATING MATHEMATICS LEARNING WITH ARCS MOTIVATIONAL
STRATEGIES IN A TECHNOLOGY-ENHANCED LEARNING CONTEXT
PICTL 126 Wong Shu Ling, Wong Su Luan & Ahmad Fauzi Mohd Ayub
PICTL 127
PICTL 128 PUTRA FUTURE CLASSROOM@EDUC: LEARNING ECOSYSTEM
PICTL 129 FOR THE RISING OF INNOVATIVE LX DESIGN
Habibah Ab Jalil, Mohd Zairul Mohd Noor, Ismi Arif Ismail, Siti Suria Salim,
PICTL 130 Nurlelawati Ab Jalil, Arita Hanim Awang & Sharifah Intan Sharina Syed
Abdullah
PICTL 131
PICTL 132 MICROBES THE MOVIE: THE GOOD, THE BAD AND THE FACTS
PICTL 133 Fairolniza Mohd Shariff & Khatijah Mohd Yusoff
STUDENTS’ PERCEPTION ON ASSESSMENT FOR LEARNING IN
OUTCOME-BASED EDUCATION CURRICULUM: A CASE STUDY IN
THE OPTICAL COMMUNICATION COURSE
MEMakPhOfuWdzEaRhIMNoGkhPtRarOBLEM BASED LEARNING THROUGH
INSPIRATION-MOTIVATION-ACTION (IMAC) AND BLENDED
LEARNING
Makhfudzah Mokhtar
OBJECTIVE STRUCTURED CLINICAL EXAMINATION (OSCE): A
VERSATILE MULTI-PURPOSE TOOL IN ASSESSING CLINICAL`
SKILLS AMONG VETERINARY STUDENTS
Puteri Azaziah Megat Abdul Rani, Syarifah Salmah Syed Hussain, Malaika
Watanabe, Rozaihan Mansor, Intan Nurfateha Shafie & Siti Suri Arshad
INCREASING STUDENT PARTICIPATION IN CLASS USING “POINT
CARDS”
Mohd Azuraidi Osman, Lai Kok Song & Nik Mohd Afizan Nik Abd. Rahman
LAJUR AMPUH MEMBACA BAHASA MELAYU (LAMBM)
Vijayaletchumy Subramaniam, Nadia Shuhada Abdan Nasir & Amirra
Shazreena Aminul Razin
NATURAL SELECTION SIMULATION: WIN OR DIE!
Parameswari Namasivayam
PICTL 134 DYSLEXIABELAJAR: MALAY LANGUAGE MOBILE APP FOR DYSLEXIC UPM
PICTL 135 CHILDREN UPM
PICTL 136 Novia Indriaty Admodisastro, Azrina Kamaruddin, Noridayu Manshor, UPM
PICTL 137 Sa’adah Hassan, Norhayati Mohd Ali & Chan Kai Fung UPM
PICTL 138
PICTL 139 TECHNOLOGY ENHANCED TALAQQI: COLLABORATIVE LEARNING UPM
PICTL 140 AND ZOOMING BACK TO THE FUTURE UPM
PICTL 141 Ismi Arif Ismail, Habibah Ab Jalil, Mas Nida Md. Khambari & Mohd Mokhtar UPM
PICTL 142 Muhamad UPM
PICTL 143
PICTL 144 CULTIVATING CURIOSITY AND THINKING TO INSPIRE LEARNING UiTM
PICTL 145 Adam Leow Thean Chor UPM
PICTL 146 UPM
PICTL 147 PUTRA FUTURE CLASSROOM@EDUC: PERMAINAN SIMULASI ATAS UPM
PICTL 148 TALIAN UNTUK PENGAJARAN DAN PEMBELAJARAN
PICTL 149 KEUSAHAWANAN UPM
PICTL 150 Rosnani Jusoh, Habibah Ab Jalil & Suhaida Abdul Kadir UPM
UPM
PICTL 151 GAMIFICATION: THE REINFORCE IN IMAGINEERING TOXICOLOGY UPM
GOBBLEDYGOOK UPM
Manraj Singh Cheema & Meishaleny David UPM
BRINGING VIRTUAL LEARNING TO CLASSROOM: WATER SAFETY
ONLINE
Tengku Fadilah Tengku Kamalden, Habibah Ab Jalil, Aini Marina Ma’rof, Siti
Suria Salim & Ismi Arif Ismail
LET’S TALK SCIENCE PARTNERSHIP (LTSP)
Nik Mohd Afizan Nik Abd Rahman, Mohd Azuraidi Osman, Siti Sarah Othman
& Nur Fatihah Mohd Yusoff
CELEBRATING EARTH DAY 2018 AT PUTRA FUTURE
CLASSROOM@EDUC: A SERVICE AND EXPERIENTIAL LEARNING
INITIATIVE AS A TRANSDISCIPLINARY INNOVATIVE ASSESSMENT AT
MASTER LEVEL
Aini Marina Ma’rof, Mas Nida Md. Khambari & Muhd Khaizer Omar
BIJAK SENI - THE APPLICATION OF COMPUTATIONAL THINKING IN
VISUAL ART EDUCATION FOR SECONDARY SCHOOL
Harrinni Md Noor & Irma Rahayu Ibrahim
E-HALAL DALAM PENYEMBELIHAN AYAM DI MALAYSIA
Mohd Daud Awang, Ahmad Nasir Mohd Yusoff, Mohd. Al’Ikhsan Ghazali &
Amini Amir Abdullah
PROMOTING STUDENT DISCUSSION AND ENRICHING STUDENT
UNDERSTANDING VIA SKETCHING AND DRAWING
Mohd Hazwan Mohd Puad, Asa Naim Rusli, Muhd Khaizer Omar & Abdullah
Mat Rashid
VISUALIZATION OF DNA STRUCTURE AND FUNCTION THROUGH
KINESTHETIC LEARNING PEDAGOGY: STUDENTS COLLABORATIVE
WORK ON 3D MODELS
Dhilia Udie Lamasudin, Lai Kok Song & Mas Jaffri Masarudin
DEBAT SEBAGAI AKTIVITI PEMBELAJARAN: MENDIDIK NILAI
DEMOKRASI DALAM KURSUS KENEGARAAN MALAYSIA DI UPM
Zatul Himmah Adnan, Murni Wan Mohd Nor, Ku Hasnita Ku Samsu & Mohd
Mahadee Ismail
ANATOMI BUKU PENGUKUH ILMU PENERBITAN
Sharil Nizam Sha’ri & Mohamad Suhaizi Suhaimi
FATAL ATTRACTION OF SCIENCE: MAKING SCIENCE ATTRACTIVE
THROUGH INDEPENDENT LEARNING
Mohd. Termizi Yusof & Lai Kok Song
MICROBES INVENTION, INNOVATION AND IDEATION CHALLENGE
(MINIC)
Amalia Mohd Hashim, Asilah Ahmad Tajudin & Wan Zuhainis Saad
PUTRA FUTURE CLASSROOM@EDUC: INOVASI TEKNIK 2TWISS
DALAM PENGAJARAN MAYA SECARA PEMESEJAN SEGERA
Mas Nida Md. Khambari, Abu Bakar Mohamed Razali, Nooreen Noordin,
Azhar Md Sabil, Nor Aniza Ahmad & Soaib Asimiran
NA.SH NAK SIHAT: LEARNING BY SERIOUS MOBILE GAMING FOR
PUBLIC HEALTH AWARENESS
Ahmad Iqmer Nashriq Mohd Nazan, Nurul Amelina Nasharuddin, Erzam
Marlisah, Habibah Ab Jalil, Ismi Arif Ismail, Aini Marina Ma’rof, Siti Suria Salim
& Rosnaini Mahmud
PICTL 152 PENGUKUHAN NILAI KEYAKINAN DIRI DALAM PENGAJARAN DAN UPM
PICTL 153 PEMBELAJARAN (PDP) MELALUI KAEDAH BIBLIOTERAPI UPM
PICTL 154 Norazlina Mohd Kiram, Jama’yah Zakaria, Mohammad Zakuan Mohd Fadzil &
PICTL 155 Aznor Iskandar Azhari UPM
PICTL 156 UPM
PICTL 157 DIGITAL COMPETENCY AND KNOWLEDGE TRANSFER AS AN UPM
PICTL 158 INNOVATION TO ELEVATE INFORMATION SEEKING LIFELONG USIM
PICTL 159 SKILLS
Aziah Asmawi, Nurfadhlina Mohd Sharef, Hizmawati Madzin & Nor Azura UPM
Hussin UPM
KEPELBAGAIAN PENDEKATAN INTERAKTIF KURSUS TITAS
Zarina Muhammad & Sri Rahayu Ismail
PUTRA GREEN SCIENTIST: A TRANSDISCIPLINARY SERVICE
LEARNING INITIATIVE OF PUTRA FUTURE CLASSROOM@EDUC
FOR THE FCE3204 THINKING SKILLS UNIVERSITY COURSE
Habibah Ab Jalil, Sharifah Intan Sharina Syed Abdullah & Aini Marina Ma’rof
TOWARDS ADAPTIVE E-LEARNING SYSTEM FOR FARMERS ON
ACHIEVING EFFECTIVE LEARNING IN AGRICULTURE
Mohd Yunus Sharum, Anas Barkawi, Salwani Mohd Khazori, Razali Yaakob,
Mohd Hafez Ninggal & Suwardi Afandi Ahmad
ENGAGING SECONDARY SCHOOL STUDENTS IN LEARNING ARABIC
LANGUAGE THROUGH FLIPPED CLASSROOM USING CREATIVE
MOOC DESIGN
Abdelrahman Ibrahim Suleiman, Mohd Firdaus Amran, Zulkarnin Zakaria &
Nor Adlyizan Theis
FORESIGHTING FUTURE LEARNING ECOSYSTEM AT PUTRA
FUTURE CLASSROOM: THE RETURN OF ULUL ALBAB GENERATION
Siti Suria Salim, Habibah Ab Jalil, Mohd Mokhtar Muhamad & Fathiyah Mohd
Fakhruddin
COMPETITION-BASED LEARNING
Siti Noormi Alias & Zoharah Omar
PICTL 00A
IMAGINEERING FOR THE NEW WORLD OF WORK
Farad Alhusaini
Prestariang Berhad, Cyberjaya
[email protected]
Abstract
According to the World Economic Forum Report “The Fourth Industrial Revolution will lead to
profound shifts across all industries, reshaping production, consumption, transportation,
delivery systems, among other factors…managing these transitions for optimal outcomes for
our societies require visionary leadership and a wide range of new knowledge and skills.” The
coming of the Fourth Industrial Revolution will see new job and talent opportunities for our
future generation. The nature of careers will change with the introduction of jobs and roles that
don’t exist today. Lifelong jobs will disappear with them having multiple jobs during their whole
working life which will also require them to be multi-skilled working in multi-disciplinary teams.
The rise of machines and artificial intelligence will constantly redefine the work environment.
Working in such environment will require them to constantly be adaptable to change and
continuously acquire new skillsets over time. Lifelong learning will ever be more important in
this new age and traditional linear model of education will also need to change to cater to the
needs of this new generation. The roles of educators and relevant stakeholders in schools and
universities will also need to be reimagined and redesigned to this end. This session will
explore the various scenarios, trends and forces that will shape this new world of work and
the necessary impact and role that educators can effect in developing the talents that will be
thrive in the unprecedented risks, disruption and political and societal upheaval that the Fourth
Industrial Revolution brings.
Keywords: Industrial Revolution.
Putra InnoCreative Competition l PICTL2018
PICTL 001
SERVICE-LEARNING EXPERIENCE AND ITS APPLICATION TO
ENHANCE EMPLOYABILITY: A CASE STUDY OF MALAYSIAN
PUBLIC UNIVERSITY STUDENTS
Muhd Khaizer Omar, Mohd Fakhrul Azizie Mohd Zaid, Mohd Mokhtar Muhamad
Department Science and Technical Education, Faculty of Educational Studies,
Universiti Putra Malaysia
[email protected]
Abstract
In this 21st century, innovation in teaching is necessary to introduce modern ways of teaching
and learning environment in the classroom. Along with the dynamic approaches in teaching to
cater the needs of developing holistic graduates, universities have begun to embrace the
changing teaching paradigm and incorporate current techniques of creative teaching. To note,
the application of service-learning, an innovative way to ensure the effectiveness of instruction
in class, has been instituted into classrooms as a method to experience hands-on practices
and venture the reality outside the classroom. Precisely, service-learning is closely related to
work-based learning in regards to blending theories with practicality. For instance, these
approaches allow students to undergo meaningful learning experiences which may be
unavailable under traditional classroom procedures. In order to unravel the extent of service
learning, a case study was conducted by a group of public university students. Particularly,
the second and the third-year students were combined to organize a service-learning project
with a group of chalet, resort and homestay owners in Pengkalan Balak, Malacca, Malaysia.
As a matter of fact, the program took one semester to complete and was embedded in a
course of the bachelor program. In this study, an ADDIE (Analysis, Design, Development,
Implementation, Evaluation) model was utilized to develop the program. Each phase was
conducted concurrently according to the planned timeline. Right after the completion of the
program, two groups of students who were involved in the four interview sessions were chosen
to participate in the focused group interview. The interview questions were developed and
validated by panel experts. Based on this study, four themes, namely leadership skill,
communication skill, critical thinking skill, and teamwork skill were discussed. Then, the
outcomes of the service-learning activity in accordance with the 21st-century skills required in
the employment were presented. Specifically, the service-learning components appraised the
value of employability skills regardless of the types of educational background obtained by the
graduates.
Keywords: Service-learning, volunteerism, employability skills, technical and vocational
education and training (TVET).
Putra InnoCreative Competition l PICTL2018
PICTL 002
FUNKY JUNK
Mohamad Faiz Zainuddin, Afiqah Aiman Abdul Gaffar, Pubeshwaran a/l
Yuvarajan, Syakirah Azmi, Tan Kok Rui, Nur Syafiqah Hanis Saiful Baharim
Universiti Putra Malaysia
[email protected]
Abstract
Municipal solid waste management is considered to be one of the most challenging
environmental problems faced by developing countries. In line with global cumulutive efforts
to reduce the impact of solid waste disposal to the environment, this project aims to motivate
students to solve this problems by inventing or reinventing useful devices from scrap or
useless items such as plastic waste and electronic waste. During the completion of this project,
students were asked to gather scraps from home and industry. Then, the students fabricated
their inventions by utilizing these scraps and simple tools such as hammer, screws,
screwdrivers and others. After fabrication, these inventions were tested for reliability and
refined whenever necessary. Among useful devices invented in this projects are plastic bottle
crusher, tin crusher and electronic fan.
Keywords: solid waste, invention, device, environment.
Putra InnoCreative Competition l PICTL2018
PICTL 003
DESIGNING XR+: A PLUG-AND-PLAY AUGMENTED REALITY APPS
PROTOTYPE FOR GAMIFIED INSTRUCTION
Mas Nida Md. Khambari
Faculty of Educational Studies, Universiti Putra Malaysia
[email protected]
Abstract
Information and Communication Technologies (ICT) are impacting our lives exponentially.
Now that we are in the era of digitalization, they have been increasingly infused into the
education system – changing the way teachers teach and students learn. In the advent of
new technologies and pedagogies, gamification has emerged as one of the most promising
approaches in teaching. Now that mobile devices have become ubiquitous, mobile apps is
deemed timely to be integrated in the teaching and learning process. Thus, xR+ apps is
developed – a prototype designed by the researcher that merges gamification and Augmented
Reality (AR) through the use of mobile devices. Its module requires players to work
collaboratively to perform specific tasks within a specific timeframe. The module applied in
this apps allows instructors to customize the contents of their teaching and learning, mainly
by using AR browsers, location geo-tagging, point giving, progress bar and timer. The
development of xR+ echoes Malaysian Education Development Plan 2013-2025 that aims to
utilize ICT in enhancing the learning qualities in Malaysia (PPPM, 2013) and supports
Malaysia’s aspiration to become world’s leading education system that fulfils the 21st Century
demands. When designing the apps, the researcher elicited feedback from participants to
answer the question: What are the gamification elements that users prefer when playing xR+
and what elements should be added and/or removed from the module? Feedback were
collected qualitatively through interviews and online survey questionnaire form from 66
participants. The element of point-giving, team-collaboration, and time limitation emerged as
the most cited favourite elements though some participants expected longer play-time; while
stations check-ins are deemed important as evidence to enforce integrity and honesty among
players. The design of xR+ prototype will be revisited based on the Recursive and Reflective
Design and Development (R2D2) model as a strategy to concretize the design and
development of the module.
Keywords: gamification mechanics, augmented reality, scholarship of teaching and learning,
innovative teaching, prototype
Putra InnoCreative Competition l PICTL2018
PICTL 004
STEM BASED ACTIVITIES AS ALTERNATIVE TO ASSESS
TEAMWORK ELEMENT IN TEACHING AND LEARNING
Zurina Zainal Abidin
Department of Chemical and Environmental Engineering, Faculty of Engineering, Universiti
Putra Malaysia
[email protected]
Abstract
Teamwork is one of the important element or programme outcome which is being assessed
in producing holistic undergraduates. Typically, this is being reflected in one of the POs
specified by any university. For instances in Universiti Putra Malaysia, this element appears
in PO11, which is described as ability of the student to function effectively as an individual,
and as a member or leader in diverse teams and in multi-disciplinary setting. Normally, this
PO is being assessed through giving an assignment or project related to subject being taught.
Meaning the students are required to work in a group to complete the assignment and their
ability to work together will be evaluated. The disadvantages of this way, is that the lecturer
may not witness the students cooperation among each other. In this project, we explore the
potential of using STEM based activities as an alternative to assess student teamwork. These
STEM activities were conducted during class session and the aim is to evaluate mainly on
student team work and cooperation in subject COMPUTER AIDED CHEMICAL
ENGINEERING DESIGN. This subject is covered for Bachelor of Chemical Engineering
Programme. Two STEM based activities have been designed and used in class as our first
trial. One is to design and fabricate a building with a given material and the other one is to
design and build a rocket in the classroom session within 3 hours. From both STEM based
activities, PO11 was evaluated. It was found that student enjoyed doing these activities as
part of their assessment. Not only they learned how to work in a team and managed the
activities, but also they learned critical thinking and problem solving. The STEM based
activities although not directly related to the subject being taught but students have found it to
be very engaging. Hence, it is believed these kind of variations or alternative of methods to
evaluate PO11 can be effective and more useful as it is able to reflect and capture the “on-
site” real team work spirit among the student themselves.
Putra InnoCreative Competition l PICTL2018
PICTL 005
SIMU-RAD
Adila Hanim Aminordin Sabri, Suffian Mohamad Tajudin
Universiti Sultan Zainal Abidin
[email protected]
Abstract
An application where radiation simulation could be perform anywhere for any purposes at no
cost was important to fulfill the growing demand of use technology in the students learning
process, as well as to educate radiation technician and physicists. The application particularly
can become computer aided learning tool for Medical Imaging students and was believed
could change the classroom environment from the “Lecture Today-The Traditional Classroom”
into “Activity Today-The Flipped Classroom” as recommended by Ministry of Higher
Education. A simulation using random numbers is generally called the “Monte Carlo method”.
This method can be possibly to apply a complex geometry, like a real human body, and its
uses in the medical physics are increasing together with the improvements in the performance
of computer. Monte Carlo codes called Electron Gamma Shower version 4 (EGS4) have been
developed to simulate radiation inside materials. EGS4 is a powerful system which can be
used to produce very complex Monte Carlo simulations. As a first step, several EGS4 codes
were written for education purposes to suit for Medical Imaging students. By default, the
students need to key in several parameters in the prepared written programs and then write
several command lines to run or execute the codes in order to get the output by using Microsoft
Windows command prompt. EGS4 Monte Carlo simulations engine is run by installing the
application into the computer and this application does not require internet connection. This
system can be used for wide areas like radiation physics and shielding. In the simu-Rad, the
examples of materials were prepared for selection as following;
1. Water (H2O) - used for soft tissue water-equivalent.
2. Polymethylmethacrylate (PMMA) - used as phantom material.
3. Lead (Pb) - used for radiation shielding or collimator design.
4. Concrete - used for radiation shielding.
5. Aluminum (Al) - used as a radiation filter in diagnostic radiology.
Putra InnoCreative Competition l PICTL2018
Figure 1: (a) Example of command prompt environment to key-in several radiation parameters
and materials to start a radiation simulation. (b) The output of radiation trajectories showing
the type of interactions.
Keywords: Monte Carlo, EGS4, radiation interaction, radiation trajectories, dose calculation
Putra InnoCreative Competition l PICTL2018
PICTL 006
PROBLEM-BASED LEARNING: BLENDING INTERACTIVE E-
LEARNING TOOLS WITH HANDS ON AND COMMUNITY LEARNING
EXPERIENCES
Lai Kok Song1, Mohd Mokrish Ajat2, Rozaihan Mansor2
1Faculty of Biotechnology and Biomolecular Sciences, Universiti Putra Malaysia
2Faculty of Veterinary Medicine, Universiti Putra Malaysia
[email protected]
Abstract
Problem-based learning (PBL) is a student-centered pedagogy in which students learn about
a subject by attempting to find a solution to an open-ended problem. PBL approaches to
learning have a long history of promoting critical thinking, problem-solving in an authentic
learning situations, enhance communication and collaboration that led to adovating
experience-based education. One of its primary goals is to develope students who can devise
effective solutions to real-world problems, a key skill demanded by nearly every work
enviroment. Nevertheless, most of these typical PBL focus on study based approaches that
lacks of real-life engagement. Therefore, this study aimed to enhance the PBL by using
interactive e-learning tools, hands on and community-based learning experiences. At the
begining of semester, assignment comprises of questions with different level of triggers were
assigned to the students using interface such as Edmodo and Video Classroom. Then,
working in a group, students conducted study, research and group discussion to solve the
problems. To facilitate the problem solving process, lecturers were in close engagement and
discussion with the students through Web 2.0 tool such as Padlet, couple with face-to-face
communications in the classroom. To enhance knowledge retention and real-life problem
solving skills, students performed hands on experiment to prove theirs solutions. In addition,
they were also required to organize mini science carnival to present their findings to the
students from university and secondary school. It was shown that by incorporating e-learning
tools, hands on experiment and group presentation, typical PBL has transformed into more
fun, convenient, more real-life engaging and effective. Besides, student’s knowledge and
understanding towards the courses were also improved. Currently, a comprehensive
enhanced PBL module for science education is being produced that can be applied to any
science-related courses.
Keywords: Problem-based learning, e-learning, hands on, community-based learning.
Putra InnoCreative Competition l PICTL2018
PICTL 007
GAMIFICATION OF HAEMATOLOGY USING A BOARD GAME
Lai, M.I., Eusni Rahayu, M.T., Faridah, I., Sabariah, M.N.
Department of Pathology, Faculty of Medicine and Health Sciences, Universiti Putra
Malaysia
[email protected]
Abstract
Gamification employs principles and the design of play in a non-game setting interactively. An
interactive environment is able to maintain learner interest and it also enables personalised
learning and reinforcement when conducted properly. Evidence has suggested that learners
gain knowledge, skills, and attitudes better and faster through interactivity and games and
compared to the traditional instructor-based methods only. The world has evolved and
technology as well as interactive activities have become essential parts of the education
system. We have designed and developed a board game for Haematology to further facilitate
the learning of the subject matter. This board game is based on the traditional snake and
ladders board game with modifications including question and answer cards to assist in
increasing the proficiency of Haematology among the players. The cards have three levels of
difficulty (basic, intermediate and applied) and incorporates all the different subtopics of
Haematology. There are several ways to play this game depending on the time allowed and
the objective of the play. Overall, the preliminary playtest participants found the game to be
enjoyable and engaging and agrees that the game does assists them in reinforcing their
knowledge in Haematology.
Keywords: Board game, gamification, Haematology, interactive activities.
Putra InnoCreative Competition l PICTL2018
PICTL 008
DYNAMIC VIRTUAL E-LEARNING CORPUS-AIDED TOOL (DVECT)
Kamariah Yunus, Ibrahim Bashir, Mohd Safwan Mohd Anuwi
Universiti Sultan Zainal Abidin
[email protected]
Abstract
The proliferation of the industrial revolution and rapid transition from web 1.0 to web 4.0
technologies in the 21st-Century has brought a plethora of changes and transformation in the
academic fields and various human life endeavours. This project presents a web-based tool
namely Dynamic Virtual E-Learning Corpus-Aided Tool (DVECT). It is a web-tool designed to
help academics and learners in various social science and pure science fields to acquire the
correct usages of English language phrases. The project embedded different corpora
concordancers, such as Lextutor, COCA, and JTW that are capable of generating natural
occurring phrases used across the fields. It also includes other features like Google trends for
tracing the usage of searched terms across various regions of the world over time, Google
Doc, Online Graded Text Editor (OGTE) and Grammarly are useful for editing text to acquire
accuracy up to native like proficiency. Another feature of DVECT is Specialised Lexical
Chunks (SLC) which allows searching from the list of selected phrases based on English for
general and specific purposes. Different algorithms were used in the development of DVECT,
such as Heuristics, and Waterfall Model. Recall and precision processes will be used to
evaluate its reliability and to test its applicability once it was completely developed.
Putra InnoCreative Competition l PICTL2018
PICTL 009
INNOVATIVE TEACHING APPROACHES IN BIOLOGY EDUCATION
FOR PROMOTING SUSTAINABILITY
Shiamala Devi Ramaiya1, Shafinah Kamarudin1, Suziana Hassan1, Muta Harah
Zakaria2, Japar Sidik Bujang3
1Faculty of Agriculture and Food Sciences, Universiti Putra Malaysia Bintulu Campus
2Center For Academic Development, Universiti Putra Malaysia
3Faculty of Science, Universiti Putra Malaysia
[email protected]
Abstract
Studying biology is considered difficult and bound to be boring if read from textbooks.
Taxonomy and anatomy tend to be very terminology-rich, and overloaded biology curricula
leads the student to learn the material through memorization. In addition, traditional teaching
approaches decreasing their interest in biology. To overcome this obstruction, various efforts
have been made to improve the science teaching especially using technology approaches.
However, technology alone will not enhance learning, but using it as part of good teaching
practice can open new doors to learners. Thus, the present study intended to evaluate the
effect of innovative teaching strategies for plant biology subjects using system 3D model
incorporated with technology approaches in classroom lessons together with experiential
learning method utilizing the five senses at the field. The system 3D model serves as an useful
way of communicating critical features of the plant parts and integrated with the inventive
digital learning attempted to introduce realistic and meaningful innovative teaching approach
especially for Generation Z. This implemented teaching innovation was assessed through task
based performance. Furthermore, a survey based on Innovative Teaching Strategies
Questionnaire (ITSQ) was conducted to obtain the students’ perception on the teaching
innovation. The finding revealed, the educators were not passive recipients of these
pedagogical tools and the proposed teaching strategy has a positive impact on the
performance of students’ diversity. The results are found to be significant in favour of these
innovative teaching methods. This teaching approach makes learning interesting and allowed
for fast and efficient lessons delivery both in classroom and field. Generally, this innovative
teaching approach encompasses the students to value the environment and to understand
the science behind the great ecological dilemmas together prepare the students to grapple
with the interdisciplinary nature of 21st century problems.
Keywords: Biology education, education for sustainable development, system 3D model,
teaching innovation, experiential learning.
Putra InnoCreative Competition l PICTL2018
PICTL 010
PENGHAYATAN SEMANGAT PATRIOTISME MELALUI AKTIVITI
SANTAI NEGARAKU
Ku Hasnita Ku Samsu
Jabatan Pengajian Kenegaraan dan Ketamadunan, Fakulti Ekologi Manusia, Universiti Putra
Malaysia
[email protected]
Abstrak
Antara cabaran utama bagi pendidik kursus berteraskan semangat patriotisme adalah
mencari kaedah pengajaran dan pembelajaran yang berupaya menarik minat pelajar
menghayati intipati kursus tersebut. Hal ini kerana subjek sebegini seringkali dikaitkan dengan
isu kebosanan pelajar kerana terpaksa menghafal fakta yang berunsurkan sejarah. Justeru,
pendidik memainkan peranan penting bagi memastikan kursus sebegini ‘hidup’ dan diminati
oleh para pelajar bagi mencapai hasil pembelajaran yang telah ditetapkan. Elemen minat
sangat perlu dititikberatkan dalam kaedah pengajaran dan pembelajaran kerana tanpa minat,
penghayatan patriotisme sukar untuk dicapai. Menyedari hal sedemikian, sebagai pendidik
saya telah berbincang dengan para pelajar untuk mendapatkan pandangan mereka terlebih
dahulu sebelum menetapkan aktiviti untuk kursus saya iaitu Kenegaraan Malaysia. Aktiviti
tersebut melibatkan 20 peratus daripada keseluruhan markah penilaian kursus. Dalam hal
ini, pandangan mereka mestilah berpandukan kepada hasil pembelajaran yang telah
digariskan. Hal ini bagi memastikan para pelajar berasa seronok dengan kursus yang
dipelajari sekali gus dapat menghayati semangat patriotisme yang diterapkan melalui kursus
berkenaan. Hasil daripada perbincangan tersebut, aktiviti santai negaraku telah dipersetujui
oleh semua pelajar seramai 60 orang. Aktiviti santai negaraku melibatkan program lawatan
ke Muzium Kapal Selam di Melaka dan eksplorasi patriotisme di Pantai Klebang, Melaka.
Eksplorasi patriotisme melibatkan aktiviti permainan tradisional, lakaran pasir Jalur Gemilang,
sorakan patriotisme dan uji minda berpaksikan semangat cintakan negara. Secara
keseluruhannya aktiviti santai negaraku yang dipenuhi dengan elemen patriotisme berjaya
menarik minat para pelajar sekali gus membuka ruang kepada penghayatan semangat
tersebut. Hal ini dibuktikan melalui maklum balas positif pelajar terhadap aktiviti tersebut
melalui teknik refleksi. Kejayaan penghayatan semangat patriotisme dalam kalangan pelajar
dapat dilihat melalui sikap dan perasaan mereka yang tanpa segan silu turut mengajak orang
awam untuk sama-sama terlibat dalam pemainan tradisional yang melambangkan jati diri
rakyat Malaysia. Di samping itu tempikan bersemangat mereka melalui acara sorakan
patriotisme turut menterjemahkan kecintaan terhadap negara yang lahir daripada hati
sanubari mereka. Justeru berdasarkan maklum balas para pelajar, mereka berharap agar
aktiviti sebegini diteruskan pada masa akan datang bagi mempertingkatkan penghayatan
semangat patriotisme pelajar.
Kata kunci: Semangat patriotisme, kaedah pengajaran, penghayatan patriotisme.
Putra InnoCreative Competition l PICTL2018
PICTL 011
INGNEOSA™: GAMIFICATION IN SMALL ANIMAL ONCOLOGY FOR
VETERINARY UNDERGRADUATES
Gayathri Thevi Selvarajah1, Wan Mastura Shaik Mohamed Mossadeq1, Mazlina
Mazlan1, Razali Yaakob2, Yusmadi Yah Jusoh2, Idawaty Ahmad2
1Faculty of Veterinary Medicine, Universiti Putra Malaysia
2Faculty of Computer Science and Information Technology, Universiti Putra Malaysia
[email protected]
Abstract
Educational games in digital learning environment has increasingly important role in the
veterinary curriculum. InGNeoSA™ is an interactive e-gaming tool developed at the Faculty
of Veterinary Medicine of Universiti Putra Malaysia to facilitate teaching and learning in small
animal oncology. InGNeoSA™ is intended for final year DVM students. To play, students
should have completed basic radiology, anatomy, physiology, canine and feline medicine and
clinical pathology; histopathology and diagnostic imaging subjects which are relevant to
clinical oncology. InGNeoSA™ was developed using the Unity© 2017.1, online 2D application
based on oncology cases presented to the University Veterinary Hospital of UPM. It is
equipped with background music, score database and time management elements; and
players can compete and rank by scores. This game require specific login information which
enable students to play and engage interactively at their convenience. There are 6 Gaming
Rooms which include: CANCHIST (history of cancer, metastasis, terminologies), TUMBIOL
(differentials, fundamental cancer biology), GUESS THE TUMOUR (images of animals with
tumour and likely diagnosis), IMAGINE (puzzles on diagnostic imaging), HISCYTO
(histopathology, cytology), and CHEMOX (clinical pathology, chemotherapy, toxicities). Each
room has a total score of 100 which can be used as assessment. InGNeoSA™ is a useful tool
to facilitate learning in small animal oncology in the DVM curriculum. This game make student
centered learning fun, time saving, visually appealing, reduce utilization of printed materials in
addition to tapping student’s affinity towards the use of media technology in learning oncology.
Students found the game very colourful, informative, exhilarating and engaging!
Putra InnoCreative Competition l PICTL2018
PICTL 012
I – KREDIBILITI BERITA
Akmar Hayati Ahmad Ghazali, Rahmawati Nurdin, Hannah Atirah Rohisan
Fakulti Bahasa Moden dan Komunikasi, Universiti Putra Malaysia
[email protected]
Abstrak
Pembacaan atas talian menjadi trend pembaca muda pada masa kini. Hanya berbekalkan
peranti pintar dengan kemudahan Internet pelbagai maklumat boleh diakses. Secara teorinya,
penerbitan atas talian paling kerap dibaca kerana mudah mendapatkan makumat dan tiada
sekatan terhadap penyebaran maklumat tersebut. Namun begitu, ekoran daripada lambakan
maklumat tersebut telah timbul persoalan adakah penulis menekankan elemen kredibiliti
dalam penulisan mereka? Justeru, objektif kajian ini dijalankan untuk mengenal pasti elemen
kredibiliti maklumat yang perlu diterbitkan secara atas talian. Teori yang menjadi asas dalam
penyelidikan ini ialah Teori Difusi Inovasi (TDI). Penyelidikan ini menggunakan pendekatan
kuantitatif secara kaedah tinjauan dengan mengunakan borang soal selidik. Seramai 400
orang belia di Selangor telah dipilih menjadi responden. Selain daripada persampelan mudah,
persampelan bertujuan turut diaplikasikan ketika memilih responden. Kajian dijalankan dalam
kalangan belia kerana mereka merupakan penyumbang tertinggi pembacaan secara atas
talian. Kesemua data dianalisis menerusi statistik dengan menggunakan perisian Statistical
Package for Social Science (SPSS) versi 21.0. Hasil kajian menunjukkan ketepan fakta
merupakan faktor utama menjadikan berita itu berkredibiliti. Adalah menjadi harapan dapatan
ini menjadi asas kewujudan penerbitan atas talian yang lebih berkredibiliti dengan
mementingkan elemen-lemen kredibiliti itu dalam penulisan.
Kata kunci: penerbitan atas talian, pembacaan atas talian; belia, kredibiliti.
Putra InnoCreative Competition l PICTL2018
PICTL 013
KEBERKESANAN PENGAPLIKASIAN MOOC KESENIAN MELAYU
TERHADAP MAHASISWA PROGRAM KESUSASTERAAN MELAYU,
UNIVERSITI PUTRA MALAYSIA
Salmah Jan Noor Muhammad, Normaliza Abd Rahim, Che Nuraini Che Putih,
Khairul Zaine Jasni, Puan Jaqlyn Patricia Anak Jelani
Fakulti Bahasa Moden dan Komunikasi, Universiti Putra Malaysia
[email protected]
Abstrak
Massive Open Online Courses (MOOC) ialah satu platform yang mula diperkenalkan buat
pertama kalinya pada tahun 2008 oleh Dave Cormier dari University of Prince Edward Island
dan Bryan Alexander dari National Institute for Technology in Liberal Education (Michael et.al.,
2016) untuk menggambarkan teori Connectivism and Connective Knowledge (CCK08) oleh
George Siemens dan Stephen Downes (Lindsie, 2013; Siemens, 2012) dan seterusnya
berkembang pesat pada tahun 2012 sehinggakan menurut Pappano (2012) tahun tersebut
merupakan tahun untuk MOOC apabila Coursera, EDX dan Udacity, mula menawarkan
kursus pendek percuma di seluruh dunia. Platform-platform ini telah digunapakai oleh
universiti terkemuka dunia. Namun, secara dasarnya kursus MOOC di Malaysia dibangunkan
pada sekitar tahun 2014 oleh setiap bahagian e-pembelajaran universiti awam hasil cadangan
daripada pihak Kementarian Pendidikan Malaysia. Di Universiti Putra Malaysia, MOOC mula
diaplikasikan pada tahun 2014 dengan memperkenalkan dua kursus utama iaitu Agriculture
and Man dan Kesenian Melayu. Kedua-dua kursus ini merupakan bidang yang diberi
penekanan pada waktu itu. Walaupun begitu, fokus perbincangan ini akan tertumpu kepada
kursus Kesenian Melayu. Ini kerana, sehingga kini penelitian terhadap keberkesanan kursus
Kesenian Melayu ini belum mendapat perhatian pengkajian. Oleh itu, objektif kajian utama
ialah menilai dan menghuraikan keberkesanan aplikasi MOOC Kesenian Melayu dalam
kalangan Mahasiswa program Kesusasteraan Melayu. Penyelidikan ini menggunakan
pendekatan kuantitatif menerusi kaedah tinjauan dengan menggunakan borang soal selidik
secara atas talian laman sesawang Survey Monkey. Seramai 84 orang dipilih sebagai
responden.
Putra InnoCreative Competition l PICTL2018
PICTL 015
ISLAMIC FINANCE PRINCIPLES & APPLICATIONS
Junaina Muhammad, Fauziah Mahat, Sabarina Mohamed Shah, Amalina
Abdullah
Faculty of Economics and Management, Universiti Putra Malaysia
[email protected]
Abstract
This course is an eye opener to the principles and applications of Islamic finance and suitable
for a beginner and training course materials. It covers the various aspects of Islamic finance
principles in the public welfare and profit making transactions. There are four (4) modules
prepared for this course. Module 1 highlights the importance of Islamic finance principles in
relation to Maqasid Shariah and ethics. The integration of Islamic finance with Halal industry
is also discussed. The second module emphasizes the importance of waqf and zakat in
poverty alleviation and economic development followed by the applications of Islamic Finance
contract in the individuals and the institutional needs in investing and financing in module 3.
Finally, the fourth module emphasizes the role of Islamic capital market and its products in
financing and investing activities. Prospects and challenges are also discussed.This course is
unique because the contents are delivered and shared through activities via website tools
such as powtoon, mysimpleshow, thinglink, mindmap, flashcard and others. Opinions and
thoughts are also gathered through interviews with local and foreign students, scholars and
market players. The information shared by the scholars and market players are embedded in
video lectures presented by the authors. At the end of each module, participants are to answer
questions related to each module’s material. Participants are also linked with related websites
and online materials for further reference.
Keywords: Islamic finance, Shariah, Waqf, Zakat, Islamic Capital Market.
Putra InnoCreative Competition l PICTL2018
PICTL 016
DROP THE CUBE & GET IT RIGHT
Hasnah Bahari1, Thandar Ei1, Rafidah Hod1, Shahidan Sulaiman1, Rokiah
Bahari2
1Faculty of Medicine and Health Sciences, Universiti Putra Malaysia
2Department of Computer Science, University of Technology Malaysia
[email protected]
Abstract
The construction of physical models as a teaching tool in medical physiology. After having
Physiology classes, students were divided into small groups, and given the studying kit as part
of their revision session. The kit ‘ Drop the cubes & get it right’ contains cubicles, labelled with
different characteristics of the skeletal muscle, cardiac muscle and smooth muscle. The
students were tested on physiology of the musculoskeletal system. This kit can be used
individually or as group discussion, and the answers were accessible through QR scan code.
The proposed method using kit ‘ Drop the cubes & get it right’ has promoted student’s active
participation in learning physiology.
Keywords: physiology, active learning, musculoskeletal.
Putra InnoCreative Competition l PICTL2018
PICTL 017
INTERACTIVE MULTIMEDIA WEBSITE IN LEARNING BASIC
JAPANESE
Muhammad Alif Redzuan Abdullah, Sanimah Hussin
Faculty of Modern Languages and Communication, Universiti Putra Malaysia
[email protected]
Abstract
This web based learning project is developed to enable user to learn Basic Japanese language
vocabularies and grammar using e-learning platform application. Incorporating multimedia,
such as, animation, songs, graphic, movie and internet might prove to be successful in turning
the traditional classrooms to communicative as well as student-centered classrooms.
Therefore, media such as movies or documentaries are among the best means for providing
authentic speech and conversations. They are a ‘’replica’’ of everyday dialogue. This will lead
to a better foreign language teaching and learning experience (Yun, 2014). This web site has
been developed into two topics which is “Self -Introduction” and “How much is it?” Each topic
consist six modules, i.e. Lesson module, vocabulary module, grammar module, country/
building module, conversation module and quiz module. The expected outcomes from these
six modules after completing the lessons is to ensure users will be able to read, write, speak
and listen at beginner level. The lesson module consist the sentence pattern which the users
has to acquire for each topic developed for this website. The vocabulary module introduce the
vocabulary item in flash cards to assist users to learn them in Japanese and English. The
grammar module highlight the grammar aspect to be learned in each topic. The
country/building module are designed in animated dialogues to learn simple dialogue in fun
ways. The conversation module is designed for more complex dialogue using animation. In
the quiz module, user can take a quiz to test their understanding in basic Japanese language.
Overall, the user satisfaction towards the usability of the website has been proven through the
results of the questionnaire distributed to them.
Putra InnoCreative Competition l PICTL2018
PICTL 018
AR CRYSTAL: AUGMENTED REALITY FOR MOBILE LEARNING
Mazliana Ahmad Kamarudin, Muhammad Aiman Mohd. Badrulzaman Shah
Faculty of Science, Universiti Putra Malaysia,
[email protected]
Abstract
Augmented reality (AR) become extremely demanding technology in mobile device due to the
capability of the technology to allow user to interact with virtual object. In this study, mobile
application called AR Crystal have been developed for mobile learning which included AR as
a component of toolkit. The objective of this study was to improve the teaching and learning
process among Physics students on the topic of crystal structure. AR Crystal could helps
students who have limited imaginative abilities to imagine the position of atom in crystals
structures. AR Crystal was designed and developed by using Maya Autodesk and Unity for
used on mobile phone thus offers flexibility for students to revise on the topic anywhere even
without an internet connection. AR Crystal contained the following main topics: crystal system,
lattice point and lattice translation vectors. The application allows students to explore and
understand the position and arrangement of atoms consists of via AR. In this study, the
effectiveness and usefulness testing on AR Crystal application in term of students
understanding was performed before and after used the application. The post-test result
shows significant overall cognitive improvement in student understanding, general knowledge
and analysis. From the courseware evaluation survey, it was found that AR Crystal is capable
to enhance the level of engagement and understanding the learning content. AR Crystal
received a positive feedback from the students with more than 40% of respondent agreed
that the application is excellent in term of flexibility, app contents, readibility and user
satisfaction.
Keywords: Augmented reality, physics, solid state physics, crystal structure.
Putra InnoCreative Competition l PICTL2018
PICTL 019
CELLHISTO: A PORTAL TO ADVANCE CELL LEARNING
Nur Fatihah Mohd Yusoff, Parameswari Namasivayam, Nik Mohd Afizan Nik
Abd Rahman
Faculty of Biotechnology and Biomolecular Sciences, Universiti Putra Malaysia
[email protected]
Abstract
Teaching and learning of theory in microtechnique are easy and straightforward. The
challenging part comes in the practicals. Undergraduate students who are beginners in the
microtechnique course always encounter problems to prepare good sections for cell
observation. Recognising cellular structures is another hurdle for them. Most of the reference
books and online accessible images provide good quality images of cells for animals, plants
and microbes. However, the images mainly come from model species including non-local
species that may have different cell structures as compared to the local species. Preparing
good quality slides with sections needs skill and can be a difficult task for beginners. Often,
they make mistakes in identifying and labelling cellular structures on their self-prepared
sections. A portal designated as ‘CellHisto’ is proposed to be developed with an objective to
advance learning on microtechnique skills and living cells among students. Details on common
and alternative methods for slide preparation to staining and viewing can be shared in the
portal. Images that are obtained from the microtechnique course can be compiled and
uploaded in the portal. These images can be a reference for new cohorts of students from the
microtechnique course or students who work on histology research. This portal can also be a
platform for students to discuss on their results and how to overcome any problems during
practical courses. In future, this portal can be made open-access to school’ teachers and
students to assist their teaching and learning processes. In conclusion, CellHisto does not
only assist undergraduate students’ teaching and learning processes but it can also be
extended to local schools (community) too.
Keywords: CellHisto, knowledge transfer, histology, microtechnique.
Putra InnoCreative Competition l PICTL2018
PICTL 020
SOCIAL VALUES IN STORIES VIA SONGS AMONG ASPERGER’S
SYNDROME CHILDREN
Normaliza Abd Rahim1, Siti Nur Aliaa Roslan2, Nik Rafidah Nik Muhammad
Affendi1, Hazlina Abdul Halim1, Salmah Jan Noor Muhammad1, Roslina Abu
Bakar1, Nur Maisarah Roslan1
1 Faculty of Modern Language and Communication, Universiti Putra Malaysia,
2 Faculty of Engineering and Technology Infrastructure, Infrastructure University Kuala
Lumpur
[email protected]
Abstract
Asperger’s syndrome is a form of autism. Children with autism will find it difficult in social
relationship and therefore, they will end up being in their own world. Asperger’s syndrome
children will also have difficulty to focus in learning. They need differentiation in teaching and
learning as compared to normal children. Using stories via songs in the classroom help to
boost up their motivation in learning. Therefore, the objectives of the study were to identify
and discuss the social values in a story via song among Asperger’s syndrome children. The
samples of the study consist of four Asperger children from a school in Malaysia. The story
via song which consists of social values were introduced and taught for one hour a day in four
weeks. After four weeks, the subjects were given the chance to give their views and opinions
based on the story via song. The results of the study revealed that the story via song consist
of the social values of helping others, loving, caring and virtue. The story via song help the
Asperger’s syndrome children in the process of understanding the social values and inculcate
the values in their everyday lives.
Keywords: Asperger’s syndrome, autism, social value, story, song.
Putra InnoCreative Competition l PICTL2018
PICTL 021
MYDGB – MALAYSIAN DAIRY GOATS BREED
Ahmad Syazni Kamarudin, Norshida Ismail, Mohd Nizam Haron
School of Animal Science, Faculty of Bioresources and Food Industry, Universiti Sultan
Zainal Abidin
[email protected]
Abstract
MyDGB is a smartphone application which contains the basic information of the breeds on
dairy goat commonly farmed in Malaysia. The app was developed to facilitate and enhances
the user experience of interaction to identify the goat breed, and learn about the diseases,
treatment and others. The idea presented in this paper is to show how MyDGB can be used
to enhance the learning experience of students in a ruminant production especially the goat.
The MyDGB is a teaching aid supplementing the work of the teacher and students in learning
about dairy goat breeds in Malaysia. It purposes is to make the learning process easier,
interactive, and fun to experience. MyDGB can be used not only for higher educational
institutes, but also can be used by the layman and farmers. It can be commercialised to other
faculties and schools as well. This type of application also can be applied to any subjects or
courses.
Keywords: MyDGB, dairy goat, breed, smartphone apps, learning.
Putra InnoCreative Competition l PICTL2018
PICTL 022
APLIKASI FACEBOOK GROUP DALAM PDP LITERASI BAHASA
ARAB (FG-QIROAHKITABAH)
Siti Salwa Mohd Noor, Norasyikin Osman
Universiti Sultan Zainal Abidin
[email protected]
Abstrak
Projek ini bertujuan memperkenalkan penggunaan media sosial iaitu aplikasi Facebook Group
sebagai medium PdP interaktif bagi kursus Literasi Bahasa Arab. Judul Facebook Group ini
telah didaftarkan atas nama ( القراءة والكتابة مع الأستاذة سلوىBAA10403). Ia adalah salah satu bentuk
modul pembelajaran teradun yang bersifat lebih mesra pengguna terutamanya bagi PdP
bahasa Arab. Satu modul pengajaran dibina mengikut topik pada setiap minggu berdasarkan
proforma kursus universiti. Aplikasi ini menawarkan pelbagai kemudahan kepada tenaga
pengajar antaranya guru dapat melihat jumlah pelajar dan siapa yang telah melihat bahan
yang dimuatnaik, mengenalpasti pelajar yang aktif dan kekerapan memberi respon, memilih
tarikh dan masa bahan pengajaran akan dimuatnaik, serta memperolehi statistik penggunaan
Facebook Group kursus dalam kalangan pelajar. Kemudahan yang terdapat dalam Facebook
Group ini juga memudahkan perkongsian bahan pembelajaran bersama pelajar di dalam atau
di luar dewan kuliah. Dengan wujudnya aplikasi pembelajaran seperti ini dapat memandu
pelajar ke arah penggunaan media sosial secara bijaksana dan memudahkan tugas tenaga
pengajar kerana ia mudah diurus. Melalui soal selidik yang dijalankan mendapati pelajar lebih
berminat serta lebih fokus dalam pembelajaran bahasa Arab apabila menggunakan FG-
QiroahKitabah.
Kata kunci: Aplikasi Facebook group,PdP, Literasi bahasa arab, FG-QiroahKitabah.
Putra InnoCreative Competition l PICTL2018
PICTL 023
BINGO QUIZ : GAMIFICATION AS AN ALTERNATIVE ASSESSMENT
Nik Nor Liyana Nik Ibrahim
Faculty of Engineering, Universiti Putra Malaysia
[email protected]
Abstract
BINGO Quiz is a transformative assessment that used gamification technique to engage the
students. The objective of this BINGO Quiz assessment is to provide an exciting and enjoyable
learning experience to the students while enhancing the learning process in cognitive
domains. Besides, this alternative assessment is aimed to improve the collaborative effort
among the students in seeking knowledge. During the BINGO Quiz session, students will form
group of three and make a cluster (four group in one cluster). Then, they will compete within
the cluster to solve the most corrected problems while aiming to get BINGO earliest in the
cluster. BINGO Quiz used Padlet platform as e-Learning tools that provides the problems set.
Figure 1 shows the Bingo Quiz problems in Padlet that the students can access online during
the session.
Figure 1. BINGO Quiz problems in Padlet
Throughout the session, students collaborate with their team members in strategizing their
way to solve the problems while getting BINGO first. This helps to improve their teamwork.
The students also enjoyed the BINGO Quiz as it is interactive, fun and challenging. Figure 2
shows the students’ views on the BINGO Quiz.
Putra InnoCreative Competition l PICTL2018
Figure 2. Students’ view on BINGO Quiz
In terms of rating, the students evaluated this alternative assessment in the scalar of 1 (bad)
to 5 (good). Table 1 shows the results of the evaluation.
Table 1. Evaluation score of BINGO Quiz
Rating score Percentage
5 39.58%
4 43.75%
3 16.67%
As a conclusion, BINGO Quiz is a transformative assessment that can provide an exciting and
enjoyable learning experience to the students through gamification. Students can gain
knowledge while collaborating with each other in a great learning environment. Improvement
on the BINGO Quiz can be made where the BINGO and the Quiz are in the same platform.
BINGO Quiz will be developed as e-learning tool where its form will be either a mobile
application or a website interface.
Keywords: Gamification, alternative assessment, e-learning experience.
Putra InnoCreative Competition l PICTL2018
PICTL 024
ANIMASI DAN LAGU CERITA RAKYAT
Normaliza Abd Rahim1, Siti Nur Aliaa Roslan2, Hazlina Abdul Halim1, Nor
Shahila Mansor1, Roslina Mamat1, Nik Rafidah Nik Muhammad Affendi1, Nur
Maisarah Roslan1
1Faculty of Modern Language and Communication, Universiti Putra Malaysia
2Faculty of Engineering and Technology Infrastructure, Infrastructure University Kuala
Lumpur
[email protected]
Abstrak
Hal ini kerana cerita rakyat Melayu makin dilupakan dengan hadirnya animasi berbentuk filem
yang menjadi tumpuan masyarakat di seluruh dunia. Animasi barat yang diadaptasi dari cerita
rakyat barat didapati menguasai dunia dan rakyat Malaysia mendapati bahawa cerita rakyat
barat adalah lebih menarik untuk ditonton. Malah, dengan wujudnya teknologi digital, cerita
rakyat barat dan timur bebas ditonton di mana-mana. Oleh itu, kajian ini ingin membendung
masalah yang dihadapi oleh cerita rakyat Melayu dengan mengkaji animasi dan lagu cerita
rakyat Melayu terbitan Dewan Bahasa dan Pustaka. Objektif kajian adalah mengenal pasti
jenis dan nilai yang terkandung di dalam animasi dan lagu cerita rakyat. 33 buah animasi dan
lagu cerita rakyat diperkenalkan kepada lapan orang pelajar lelaki dan perempuan di sebuah
sekolah di Selangor. Pelajar diberi masa untuk menonton animasi dan cerita rakyat secara
atas talian selama empat minggu. Selepas empat minggu, pelajar dibahagikan kepada dua
kumpulan. Mereka diberi peluang untuk berbincang dan persepsi mereka dirakam dan
dianalisis dengan menggunakan Teori Analisis Wacana. Keputusan kajian mendapati bahawa
pelajar dapat mengenal pasti, membincang dan menganalisis kategori, jenis and nilai yang
terkandung di dalam animasi dan lagu cerita rakyat. Keputusan kajian juga mendapat pelajar
gemar dan meminati cerita rakyat melalui animasi dan lagu. Adalah diharapkan kajian akan
datang boleh memberi tumpuan kepada analisis setiap animasi dan lagu cerita rakyat.
Kata kunci: animasi, cerita rakyat, lagu, teknologi digital.
Putra InnoCreative Competition l PICTL2018
PICTL 025
BUILDING DESIGN AND COMFORT TOWARDS BUILDINGS IN
TROPICAL URBAN ENVIRONMENT
Siti Nur Aliaa Roslan
Faculty of Engineering and Technology Infrastructure, Infrastructure University Kuala
Lumpur
[email protected]
Abstract
This study focuses on the impact of building design and building comfort for building in tropical
urban environment. The samples of building design taken are from three (3) universities in
Malaysia, Infrastructure University Kuala Lumpur (IUKL), Universiti Putra Malaysia (UPM) and
Universiti Tenaga Nasional (UNITEN). One building from each university was chosen to be
the representative of each educational institution. The designs of the building are for
educational purposes, hence the design must fulfil the need for lecture room, indoor and
outdoor laboratories, design studios, office room, meeting room and library spaces. Building
comfort level of these three (3) buildings from three (3) universities were measured based on
the design purposes. Building Comfort Index (BCI) for each building is determined based on
the BCI formula from Siti Nur Aliaa Roslan (2017) and being ranked from 1 to 5 with categories
of least comfortable, less comfortable, comfortable, more comfortable and most comfortable,
accordingly. It was found that IUKL building is having comfortable BCI (rank – 3), UPM is
having more comfortable BCI (rank – 4) and UNITEN is having comfortable BCI (rank – 3).
This study proven that the design of the buildings have met the purpose of the building,
educational purposes, since the result of the BCI of these buildings are comfortable and more
comfortable. This study implicates people in the building related work especially architects in
the design part of the building and building surveyor in the building maintenance, comfort and
preservation of the building.
Keywords: Building design, Building comfort, Building Comfort Index, Tropical building.
Putra InnoCreative Competition l PICTL2018
PICTL 026
COMMUNITY-BASED LEARNING DESIGN IN PLANT SCIENCE:
ELEVATING STUDENT’S INTEREST THROUGH EXPERIENTIAL
LEARNING
Lai Kok Song, Noor Baity Saidi, Nadiya Akmal Baharum, Wan Zuhainis Saad
Faculty of Biotechnology and Biomolecular Sciences, Universiti Putra Malaysia
[email protected]
Abstract
In an era when science and technology play an ever-increasing role in our lives and our
nation's economy, Malaysian youth’s interest in these fields is declining. Based on the Science
and Technology Human Capital Report and Science Outlook 2015 published by Academy of
Sciences Malaysia, Malaysia may soon experience a serious human capital shortage in the
science field if the number of students enrolled in STEM courses does not meet its annual
expected standards. The effect is more significant in the field of plant science with lesser
number of students opting for plant science electives during their academic years. Community-
based learning (CBL), which is a form of experiential education, is one of the promising
approaches to make the plant subject more engaging and raise student interests. This
approach at the same time allows students to put their classroom knowledge and skills into
practice. Hence, the aim of this study was to pique student interest in plant science through
active involvement in the community-based activities. During the semester, students
completed the normal course requirement in addition to several weeks of project planning and
execution. They were assessed based on their project papers, CBL e-portfolio and exams. In
addition, a survey was also conducted to evaluate the effect of CBL in raising student’s interest
in plant science. At the end of this CBL, students’ understanding and interest towards plant
science was found to be enhanced. Currently, a comprehensive CBL module for plant science
education is being produced that can be applied to any plant science-related courses.
Keywords: community-based learning, e-portfolio, module, STEM.
Putra InnoCreative Competition l PICTL2018
PICTL 027
A FRAMEWORK FOR ASSESSING STUDENT PARTICIPANT
IN COMMUNITY SERVICES
Masnida Hussin1, Mohamad Syahmi Said1, Noris Mohd Norowi1,
Nor Azura Husin1, Salfarina Abdullah1, Nur Fatihah Mohd Yusoff2
1Faculty Computer Science and Information Technology, Universiti Putra Malaysia
2Fakulti Bioteknologi dan Sains Biomolekul, Universiti Putra Malaysia
[email protected]
Abstract
A comprehensive and on-going assessment strategy requires significant plan and strategy.
The assessment that involved a real situation further counts operational process for reviewing,
analysing, and gathering some amount of raw data into appropriate reporting formats or
evidence. In the higher institutes, authenticate assessment is one type of assessment that
aims to assess students’ understanding of topics and concepts that they are being taught in
classroom. In the authenticate assessment the students need to study and solve the problem
that based on real situations. One strategy to provide practical assessment for authenticating
the tasks is to engage the students to its community where they are familiar and contented.
Note that, there are evidences to provide in order to measure the field works like community
services. Thus, it complicates assessment process where many documents need to be
checked and verified. In our work, we designed an assessment framework of the students’
involvement in the community activities in terms of affective domain. The affective domain
addresses the acquisition of attitudes and values that drives teaching and learning (T&L)
process. The activities supposed to encourage student reflection towards social competencies
such as communication and collaboration. Note that, there are several levels in analysing
affective learning. Basically, receiving and responding levels observed the students’
participation in the community services. Meanwhile, at the higher levels of the affective domain
(valuing, organizing, and characterizing) is normally involved an acquisition of attitudes and
values that subsumed within the processes of emotion. Initially, we designed the community
case study which is can chose from wide-ranging community service activities such as raising
funds by donating used goods, environmental projects, work with local health department,
school mentoring etc. Further, we analysed the real issues/problems through practical
experiment for gathering the criteria, factors and constraints during the activities. Such
information is then mapped into respective affective domains in order to develop the
assessment process flow. Optimistically, a clear assessment process to measure the
students’ ability on analyzing and solving real issues is expected to have a positive impact on
students’ learning and motivation.
Keywords: Student Assessments, Community Services, Affective Domain.
Putra InnoCreative Competition l PICTL2018
PICTL 028
PHYSIOLOGY ONION
Rafidah Hod, Hasnah Bahari, Yong Yoke Keong,Thandar Ei
Faculty of Medicine and Health Sciences, Universiti Putra Malaysia
[email protected]
Abstract
The objective of this innovation is to encourage students in applying physiological concepts
and knowledge obtained to the daily activities that they do. Basic sciences subjects taught can
sometimes be difficult to understand as the mechanisms involved are not seen with naked
eye. With hardly any visualization incorporated and overload of information, a feeling of
detachment to the subject may occur. This activity can also help educators to assess the
students’ comprehension and gauge the depth of their understanding. As physiology focuses
on the normal functions of the body, each healthy, normal medical student should be able to
experience and explain the relations of their daily activities to the physiological reactions.
Students have attended physiology lectures, read textbooks and several references on topics
for systems such as central nervous system, cardiovascular system and other body systems.
Students are divided into a group of 3-6. They are given a week to prepare a presentation.
The presentation of 2 minutes/group consists of a dialogue in a particular scenario that the
students choose, from their normal daily routine. The dialogue can be in English/Bahasa
Malaysia and informal to make it more real. The scenario has to portray certain physiological
concepts. A group member will later explain the meaning of the scenario and dialogues to the
relevant concepts. Educators/facilitators are given a rubric sheet to fill in. Marks are given
according to their : creativity, accuracy of scenario portrayal, amount of facts included,
explanation fluency and degree of collaboration. A video of the above activity as displayed in
the laptop. Hundred and two students in their second year of undergraduate medical program
were involved in this activity and demonstrated their creativity and engagement in the topics
learned. It gives them a different learning experience than the normal quizzes or answering
essay questions. With applied concepts, the students develop their own creativity in practically
demonstrating their understanding of physiology topics.
Keywords: physiology, basic sciences, applied concepts, undergraduate medical program.
Putra InnoCreative Competition l PICTL2018
PICTL 029
INTEGRATED EXAMINATION MANAGEMENT SYSTEM
Idawaty Ahmad, Norwati Mustapha, Ahmad Fariz Saat, Nurhidayah Nadeera
Abdul Majid, Abdirahman Mohamed Abou Baker, Omar Ali Mohammed
Abdullah
Faculty of Computer Science and Information Technology, Universiti Putra Malaysia
[email protected]
Abstract
One of the main issues in the implementation of iCGPA grading system is the different level
of difficulty in examination questions among students with different groups and different
lecturers within the same course. Thus, students are being assessed unfairly for their cognitive
domain assessment. This Examination Management System (XMS) is a Web based platform
that enable lecturer to generate examination paper sets in PDF format with each question is
tagged to appropriate level of cognitive domain according to Bloom taxonomy. This system
help to integrate all parties that involves in the preparation of examination paper sets including
the lecturer, moderator and management staff. Lecturer can generate the question sets that
will be checked by the moderator. Among the items that will be checked are (1) whether the
question is tagged with an appropriate cognitive domain and (2) verify the percentage of each
level of cognitive domain in the question sets according to the endorsed Assesment Plan. This
assessment plan module can standardize the level of difficulty in the questions sets and
centralized assesments among various groups and lecturers within the same course. The
assessment plan module proposed by the lecturer that consists of the course learning
outcomes and its assessments method together with its percentage throughout the course.
The the six level of cognitive domain that comply with MQA requirement which are knowledge
(C1), comprehensive (C2), application (C3), analysis (C4), synthesis(C5) and evaluation (C6).
This assesment plan module is proposed by the lecturer, created and managed by the
supporting staff and approved by the management staff i.e., Head Department/Dean. The
supporting staff create and manage assessment plan including registration staffs and course
in details. This system would ensure the fairness among various examination sets and assist
lecturers to create a standardized examination set. Thus, it provides a standardized tool that
have will have significant impact in the student’s iCGPA transcripts.
Keywords: iCGPA, cognitive domain, Bloom taxonomy, fair assessment.
Putra InnoCreative Competition l PICTL2018
PICTL 030
PUTTING THE STD IN STDS
Chia Suet Lin, Saila Ismail, Adelene Song Ai Lian, Wan Zuhainis Saad, Asilah
Ahmad Tajuddin, Mohd Termizi Yusof
Universiti Putra Malaysia
[email protected]
Abstract
“The best teacher is EXPERIENCE”. This is the spirit of the Service Learning in Microbiology
course where students have to translate what they have learned in the classroom to a
community service. Students taking three different science courses (Pathogenic Microbiology,
Immunology and Microbial Genetics) were first given the topic of Sexually Transmitted
Diseases (STDs) which they then have to Share-Transform-Disseminate (STD) to high school
students. The concept began with students doing peer-learning by SHARING information
virtually among the group members using Web2.0 tools, focusing on different scientific aspects
of STDs based on the three science courses’ learning outcomes. After understanding the topic
given, they then presented the topic using posters and reports which were evaluated by the
respective lecturers vigorously to ensure scientific accuracy. After obtaining the feedback from
the lecturers, the students TRANSFORMED the scientific poster into a presentation mode of
their choice. Finally, the students DISSEMINATED the information about STDs to school
students where various activities were included to attract and to enhance the understanding
of the school students. This project encouraged holistic learning as students have to study a
common topic combining knowledge from three different subjects and then become teachers
themselves to high school students to enhance learning whilst providing community service
by creating awareness about STDs.
Putra InnoCreative Competition l PICTL2018
PICTL 032
MOBILE LEARNING APPLICATION MCLASS
Syaza Hazwani Zaini, Ahmad Fauzi Mohd Ayub
Universiti Pendidikan Sultan Idris
[email protected]
Abstract
Technology is used to disseminate information, facilitate interaction and act as a facilitator in
the process of teaching and learning. Based on the persistent growth of technology include
wireless and mobile devices in education, it changes the conventional education system to m-
Learning (mobile learning). Mobile devices can support learning in a few ways such as more
democratic, flexible, autonomous, and comprehensive. Thus, the researchers took the
initiative to develop a mobile learning application (mobile apps) namely as ‘MClass’. MClass
is a mobile apps that enables quick access to the Internet from a mobile devices without
internet browser from personal computer or laptop to the course content. The concept is
similar to the Learning Management System (LMS) but it has to be downloaded from the
operating system, Android. There are a few categories offered through MClass which are
announcements, course materials, group forum, online quiz, exam grades and list of students.
The implementation of MClass is divided into two parts, which is database cms panel and
mobile apps. Cms panel is used by the admin and lecturers to manage and administer the
class while MClass is used by the students. The purpose of the study is to predict the factors
that affect university students’ intentions to accept mobile apps. This study also proposed a
modified model of the Unified Theory of Acceptance and Use of Technology (UTAUT) model
in explaining the mobile learning adoption among the students in higher education. A structural
equation model was used to analyze the data collected from 300 participants. The results
indicate that performance expectancy, effort expectancy and facilitating condition were
significant factors that affect students’ intention to use Mclass.
Putra InnoCreative Competition l PICTL2018
PICTL 033
PEMBELAJARAN AKTIF (ACTIVE LEARNING) & TRANSFORMATIF
(TRANSFORMATIVE TEACHING) : TUMPUAN KEPADA APLIKASI
AUGMENTED REALITY (AR), QR CODE, FLIPGRID DAN
GAMIFIKASI
Ahmad Nasir Mohd Yusoff1, Rozihan Mohamad1 Nabil Imran1, Akmal Zarin1,
Mh. Syafiqul Islam1, Noralina Ali2
1Universiti Putra Malaysia
2SMK Cyberjaya
[email protected]
Abstrak
Gamifikasi dalam pendidikan merupakan kaedah pembelajaran berasaskan permainan.
Gamifikasi berupaya menarik minat pelajar belajar secara aktif, ketagih belajar dan sumber
rujukan kepada para pensyarah disamping pendekatan terbaik yang memfokuskan aspek
permainan dalam aktiviti pengajaran dan pembelajaran di dalam bilik kuliah. Istilah
‘Gamifikasi’ diambil daripada bahasa Inggeris yang bermaksud proses menjadikan sesuatu
aktiviti yang asalnya bukan permainan sebagai aktiviti bermain. Aplikasi QR CODE (QR),
Augmented Reality (AR), Flipgrid (FGD) berupaya melibatkan pembelajaran interaktif dan aktif
disamping aplikasi penilaian yang cukup ‘superskill’ antaranya , Kahoot it, Socrative,
Mentimeter, Quizziz, Quizlet live dan lain-lain. Ia sepatutnya dikuasai pensyarah di Era
Pendidikan Industri Cybergogi dan Digital 4.0 ini. Berdasarkan temu bual secara rawak
kepada pelajar dan pensyarah yang mempraktikkan gamifikasi dalam aktiviti pembelajaran
secara umumnya menunjukkan ‘gamifikasi’ menggunakan pelbagai pendekatan video, AR,
QR dan e-quiz menjadi alat bantu mengajar yang interaktif dan bersifat simulasi, penganti
eksperimen, mampu menjelaskan tajuk-tajuk kuliah, membantu dalam penerangan proses
dalam bab kuliah yang diajar, penganti objek ‘maujud’ (reality), berupaya menarik perhatian
pelajar, menggambarkan sesuatu secara jelas, penjelasan konsep yang idela dan jelas,
kaedah penilaian yang objektif, dapat meningkatkan tahap motivasi pelajar, memberikan
impak positif terhadap pengalaman pembelajaran terutama bagi pelajar lemah. Situasi
pendidikan 4.0 ini amat sesuai untuk Gen Z Alfa melibatkan diri secara aktif menerusi media
pengajaran ini yang menepati pandangan Gagne, Wager, Golas dan Keller (2005) yang
menyatakan tiada mana-mana media pengajaran yang lebih baik berbanding dengan media
pengajaran lain, malah setiap median pengajaran memiliki kelebihan masing-masing dalam
mewakilkan objek, fakta, idea, proses, aktiviti manusia, model perwatakan, hubungan ruang
atau dalam pembangunan kemahiran psikomotor, kognitif dan afektif. Gamifikasi, AR, QR
Code dan FlipGrid juga dapat membantu dalam pembangunan pemikiran kreatif,
meningkatkan kefahaman dan menukar paradigm kaedah pembelajaran pelajar untuk
mempelajari setiap kursus yang diajar.
Putra InnoCreative Competition l PICTL2018
Disamping mampu memberikan pengalaman pembelajaran baharu yang menghiburkan,
menggalakkan pelajar melakukan eksplorasi kendiri berdasarkan tajuk yang dipelajari dan
menjimatkan masa pelajar menguasai sesuai ilmu serta alternatif kepada pensyarah untuk
mempraktikkan sebuah media pengajaran dan pembelajaran dalam bilik-bilik kuliah yang lebih
interaktif, menarik dan berkesan serta membantu kognitif pelajar terhadap kursus yang diajar.
Kata kunci: Gamifikasi, Pembelajaran, Aktif (Active Learning), Transformatif (Transformative
Teaching), Augmented Reality (AR), QR Code, Flipgrid.
Putra InnoCreative Competition l PICTL2018
PICTL 034
AMALAN TERBAIK PENTAKSIRAN VIA E-PORTFOLIO DIGITAL
SEBAGAI PENAKSIRAN ALTERNATIF PENGAJARAN DAN
PEMBELAJARAN (ALTERNATIVE ASSESMENT)
Ahmad Nasir Mohd Yusoff1, Rozihan Mohamad1 Nabil Imran1, Akmal Zarin1,
Mh. Syafiqul Islam1, Noralina Ali2
1Universiti Putra Malaysia
2SMK Cyberjaya
[email protected]
Abstrak
E-Portfolio secara ringkasnya merupakan satu kompilasi sistematik yang mengandungi
bahan-bahan pembelajaran yang dihasilkan serta pengalaman pembelajaran atau
pencapaian. Kompilasi ini dihasilkan dalam bentuk simpanan dalam talian. E-Portfolio
merupakan nadi utama yang menjadi bukti pembelajaran serta pencapaian kemahiran
pensyarah tentang aktiviti-aktiviti yang dijalankan bersama pelajar sama ada dalam bentuk
muat naik nota-nota pengajaran, bukti-bukti aktiviti pelajar dan penilaian atau pentaksiran
pelajar. Selain untuk pemarkahan, E-Portfolio sebenarnya memberi kelebihan kepada
pensyarah dan pelajar bila mana pensyarah ingin menilai prestasi tugasan pelajar secara
langsung dapat melihat bukti-bukti tugasan pelajar dalam E-Portfolio ini dengan mudah dan
afektif.Sifat E-Portfolio yang authentik serta membekalkan maklumat bukan statik akan
memberi gambaran lebih jelas tentang kapasiti dan kemahiran pensyarah. Jadi, penghasilan
E-Portfolio haruslah didasari oleh semangat dan daya juang pensyarah sendiri, dan tidak
seharusnya digerakkan oleh faktor pemarkahan pensyarah itu semata-mata tetapi sebagai
platform tugasan dan aktiviti pelajar untuk diberikan penilaian yang saksama, mesra
pengguna dan telus. Metodologi yang dipraktiskan antara lain menggunakan kaedah 1+2+3,
THINK PAIR & SHARE, Tugasan Kumpulan, Social Experiment, Pemerhatian, Kajian
Lapangan, Role Play, 1st Year Seminar/Experince (FYS), Service/Community Based
Learning (SBL), Intensive Academic Writing (IAW), Diversity / Global Learning (DGL,
Collaborativie Assignment And Project (CAS), dan Interdisciplinary Approach To Assessment
(ID). Objektif penting daripada perlaksanaan E-Portfolio ini adalah untuk a) melihat faedah E-
Portfolio sebagai alat penilaian, b) melihat cabaran E-Portfolio sebagai alat penilaian dan c)
mengenalpasti E-Portfolio sebagai amalan terbaik pentaksiran alternatif pengajaran dan
pembelajaran dan penilaian pelajar(alternative assessment). Berdasarkan respons yang
dianalisis, respons dapat dikategorikan kepada tiga, iaitu: i) merendahkan artikulasi idea, ii)
membolehkan kreativiti dan iii) membolehkan refleksi yang lebih mendalam. Maklum balas
yang diberikan oleh pelajar secara umumnya boleh dikelompokkan dalam tiga kategori, iaitu
i) penilaian adil, ii) masa terhad dan iii) membantu memberi kefahaman tambahan terhadap
tajuk-tajuk dalam rangka kursus pengajaran dan memenuhi objektif pembelajaran pelajar (LO)
Kata kunci: Amalan Terbaik, Pentaksiran, E-Portfolio, Penaksiran Alternatif, Pengajaran,
Pembelajaran.
Putra InnoCreative Competition l PICTL2018
PICTL 035
VIRTUAL MPU UPM : PENGALAMAN PEMBELAJARAN IMERSIF
RAKAN VIRTUAL (VIRTUAL PEER IMMERSIVE LEARNING
EXPERIENCE) DALAM PEMBELAJARAN KURSUS UNIVERSITI
(TITAS, HUBUNGAN ETNIK & KENEGARAAN) VIA TEKNOLOGI
DIGITAL
Ahmad Nasir Mohd Yusof1, Rozihan Mohamad1, Sidek Ab.Aziz1, Noralina Ali2
1Universiti Putra Malaysia
2SMK Cyberjaya
[email protected]
Abstrak
Projek 'Virtual MPU UPM’ direka untuk membangunkan Pelan Pembelajaran Masa Hadapan
Era Pendidikan Industri 4.0. Pelajar kursus Mata Pelajaran Umum (MPU) yang mengambil
kursus MPU daripada pelbagai universiti bersama-sama mempraktikkan ‘Perkakasan Web
2.0’. Kumpulan Pelajar ‘ MPU Virtual’ seperti ‘Kumpulan Virtual TITAS’, ‘Kumpulan Virtual
Hubungan Etnik’, ‘Kumpulan Virtual Kenegaraan’, yang mana setiap kumpulan ‘Virtual’ ini
terdiri daripada kumpulan program yang berbeza (contoh:pelajar yang mengambil bidang
Sains Perubatan, Bahasa, Pembangunan Manusia, Sains Fizik, Pertanian, Perikanan dan
lain-lain) atau terdiri daripada pelajar pelbagai universiti antaranya UPM,USIM, USM, UM,
UMK, UMS, UNIMAS, UNIMAP, UMT, UUM, UTM, UiTM, UPSI dan lain-lain ditugaskan untuk
melaksanakan mana-mana aktiviti berkumpulan (Project Based Learning, Case Study, PBL
dan lain-lain) dan kumpulan tersebut pula diminta untuk membentang atau melakukan
perbincangan secara bersama menerusi alam ‘virtual’ menggunakan medium Web 2.0,
membentangkan topik khusus yang berkaitan dengan kursus semester yang mereka ambil
secara ‘virtual’ pasti akan lebih menarik, interaktif, kolaboratif dan ‘engagement’ antara pelajar
dengan pelajar berbagai program atau universiti atau fakulti. Tujuan utama Projek Virtual MPU
UPM ini antara lain adalah: 1. untuk menggalakkan penglibatan aktif pelajar atau pensyarah
serta mempraktikkan aplikasi teknologi digital dalam meningkatkan pengalaman
pembelajaran (learning experience)dan hasil pembelajaran (Learning Outcomes), 2. untuk
membangun dan membina minda bahawa setiap institusi, fakulti atau pelajar daripada
pelbagai latar belakang program perlu belajar sesama pelajar dan melelaksanakan amalan
‘sharing’ (perkongsian ilmu) antara satu sama lain tanpa mengira bangsa, dan pendidikan
serta yang terakhir adalah 3. untuk membangun Komuniti Pembelajaran Digital dalam
pendidikan tinggi negara. Dapatan yang diperoleh hasil pemerhatian yang dilakukan
sepanjang semester menunjukkan peningkatan dalam minat belajar pelajar, hasil penilaian,
interaksi dan integrasi ilmu, kemahiran berkomunikasi dan apa yang lebih terserlah kemahiran
dalam berfikir secara krtikal dan menyelesaikan masalah (CTPS) dalam kemahiran insaniah
pelajar.
Kata kunci: Virtual MPU UPM, Pengalaman Pembelajaran Imersif, Rakan Virtual, Dalam
Pembelajaran Kursus Universiti, Teknologi Digital.
Putra InnoCreative Competition l PICTL2018
PICTL 036
FLEXIBILITI WEB 2.0 DAN REVOLUSI INDUSTRI PENDIDIKAN 4.0
DALAM PRAKTIS 1,2,3,7 ‘PUTRABLAST’ & MOOC MPU UNIVERSITI
PUTRA MALAYSIA (UPM)
Ahmad Nasir Mohd Yusoff1, Rozihan Mohamed1, Taufik Mohd Ayup1,
Noralina Ali2
1Universiti Putra Malaysia
2SMK Cyberjaya
[email protected]
Abstrak
PutraBLAST (UPM) merupakan infostruktur pengurusan dan penyampaian kandungan
pembelajaran, penilaian pembelajaran individu atau fakulti, pengesanan kemajuan dan
pemantauan proses pembelajaran. Sistem ini dapat memenuhi keperluan integrasi dengan
pelbagai teknologi peranti terkini serta dapat dicapai dengan mudah.Sistem PutraBLAST
boleh dicapai melalui alamat URL beikut: http://www.blast.upm.edu.my. Manakala MOOC
MPU (MOOC TITAS & MOOC HE) pula melibatkan aktiviti atas talian secara terbuka serta
dapat diakses melalui URL . Dalam kursus TITASMOOC pensyarah menggunakan platform
‘Openlearning’ sebagai medium aktiviti tetapi pada masa yang sama pensyarah boleh
menggunakan aplikasi lain (schoology, Edmodo dll) yang juga bersifat pembelajaran atas
talian untuk dikolaborasikan dalam platform MOOC. Aktiviti peajar menjadi lebih menarik dan
afektif apabila platform Putrablast dan MOOC ini dintegrasikan dengan aplikasi Web 2.0 yang
flexible terutama dalam melengkapkan pembelajaran teradun (Blended Learning) 1,7,3,2
melibatkan sumber pengajaran, penilaian dan aktiviti pelajar. Objektif utama kajian ini
antaranya mewujudkan pengalaman pembelajaran peribadi pelajar, meningkatkan
penglibatan dan motivasi, menyokong pembelajaran berpusatkan pelajar, maksimumkan
penggunaan pembelajaran secara ‘face to face’ dan mempromosikan ‘FlippedClassroom’.
Metodologi yang dipraktiskan dalam PutraBlast dan MOOC Openlearning agar nampak lebih
berfokus dan agresif dalam aktiviti bersama pelajar antaranya dengan menyediakan bahan
pengajaran /koswer, aktiviti pelajar dan penilaian berkala. Seperti memuatnaik bahan-bahan
pengajaran dalam bentuk digital, fail, master power point, video, URL, external tools teaching,
menyediakan ‘assignment’, quiz, mengaktifkan ruangan ‘forum’ atau ‘comments’, bagi
membentuk persekitaran pembelajaran virtual (virtual learning environment), face to face dan
learning by doing. Maklumbalas dan dapatan yang diperoleh daripada pelajar antaranya
berlakunya ‘penglibatan aktif’ (engagement) antara pelajar dengan pensyarah, pensyarah
dengan pelajar dan pelajar sesama pelajar, mudah memperoleh data melalui ‘learning by
doing’ serta mewujudkan pengurusan pembelajaran yang baik serta pemerolehan penilaian
yang saksama dan adil.
Kata kunci: Web 2.0, Pendidikan 4.0, Praktis 1,2,3,7, PutraBlast Dan MOOC.
Putra InnoCreative Competition l PICTL2018
PICTL 037
CASE-BASED TEACHING IN MEDICAL MICROBIOLOGY IN
UNDERGRADUATE MEDICAL PROGRAMME AT UNIVERSITI
PUTRA MALAYSIA (UPM)
Syafinaz Amin Nordin, Nor Afiah Mohd. Zulkefli
Faculty of Medicine and Health Sciences, Universiti Putra Malaysia,
[email protected]
Abstract
At Universiti Putra Malaysia (UPM), Medical Microbiology is taught in the first semester of the
first year medical undergraduate teaching, and students’ prior exposure to Microbiology is
limited. Furthermore, teaching is usually done through a didactic method hence students are
not engaged with the subject. Therefore, we have explored teaching with cases as a strategy
for active learning. Our pilot study included 23 students who were divided into two groups and
underwent a quasi-experiment. We compared their learning outcomes after attending lectures
offered through didactic methods or case-based discussions. Learning outcomes were
indicated by achievement in the assessment and learning experience. Five from each group
were then interviewed for their perception of the respective teaching strategy. Students’ who
underwent case-based teaching performed significantly better than students in the didactic
lectures group. The former also reported better learning experience than the latter. Six
academics were also interviewed to determine their perception of case-based teaching. The
outcome of this research highlights the value of including clinical cases in the teaching of
Medical Microbiology in the Undergraduate Medical Programme at UPM. Following this study,
researcher has included cases in the teaching of Medical Microbiology. Cases were uploaded
to PutraBLAST in the forms of video clips or triggers. Students are then invited to discuss the
cases by submitting their answers online or during classes.
Putra InnoCreative Competition l PICTL2018