PICTL 038
PO SCORECARD
Reynato Andal Gamboa, Chockalingam Aravind Vaithilingam
Taylor’s University
[email protected]
Abstract
In Engineering education, assessment is an important component to measure what the
student know and be able to do at the end of the learning period. It is stipulated in the
Engineering Accreditation manual that NO student is allowed to exit the programme without
achieving all the programme outcomes (PO). However, there are students who were able to
graduate without achieving all the POs due to CGPA criteria. In particular, the students are
allowed to progress to the next semester although they have not achieved mapped POs. This
problem happens due to the lack of established monitoring system to improve the weak POs.
To address this concern, a semester outcomes assessment review (SOAR) project will be
established to address the concern on weak POs. Figure 1 shows the SOAR process model
centred at monitoring the student’s semester learning journey. At the start of semester, each
student will be given a copy of his cumulative PO scores (called PO scorecard) based on all
modules taken to date covering the mapped POs. He then prepare a self-reflection report of
the result and discuss with the mentor to prepare a conitual quality improvement (CQI) plan to
address the weak POs. The PO scorecard is an exhibit of the student’s holistic learning
(knowledge and skills) achievement. It shows a spider web diagram of the PO scores and the
curriculum PO mapping showing how the student achieved the POs in all modules taken so
far. It also shows other higher modules mapped to respective POs to indicate opportunities for
improvement. From week 4 onwards, the student, with the guidance of the mentor implements
his CQI plan to prepare him for the coming semester assessments. The cyle repeats for the
succeeding semester until graduation. PO scorecard is generated through an End of Semester
Assessment Tool (ESAT) and distributed to all students from semester 1 to semester 8 to
show their respective progress in achieving the 12 POs. The modules PO mapping was done
explicitly with constructively aligned assessment activities. This project will be piloted to
Electrical and Electronic engineering programme beginning August 2018 semester.
Putra InnoCreative Competition l PICTL2018
Obtain recent copy PO Scorecard
Do reflection report
(Week 1)
Prepare for Semester Discuss PO Scorecard and
Assessments reflection report with mentor
Seek help from (Week 2)
mentor if needed
(Week 14 onwards)
STUDENT
LEARNING JOURNEY
Implement CQI plan Develop CQI plan for
Mentor to monitor progress current semester
(Week 4 onwards)
Discuss with the mentor
(Week 3)
Figure 1. Semester Outcomes Assessment Review (SOAR) Process
Keywords: PO Scorecard, continual quality improvement, holistic learning, assessments.
Putra InnoCreative Competition l PICTL2018
PICTL 039
AGRICULTURAL ENTREPRENEURSHIP: IN GREEN WE INVEST &
HARVEST
Nalini Arumugam, Fakhrul Anwar Zainol, Khamsah Suryati,
Connie Fay Komilus
Universiti Sultan Zainal Abidin
[email protected]
Abstract
Entrepreneurship is a widely used but little understood concept. Often it is equated with new
venture creation and small businesses. In recent years governments in both the developed
and developing world have seen it as the panacea for economic growth and development and
the source of new jobs and business models. The rationale of this module is to introduce
participants to the concept of entrepreneurship and its role in economic and business
development specifically in agriculture sector. The course covers the role and responsibilities
of an entrepreneur, problems and techniques in management, business planning, project
evaluation, marketing, credit, business strategies, and management of resources and current
issues of entrepreneurship in agribusiness. This course will empower students with the
conceptual knowledge on entrepreneurship, emphasis on opportunity recognition and
assessment, resource acquisition and feasibility analysis on agriculture based sector.
Putra InnoCreative Competition l PICTL2018
PICTL 040
INSTRUCTIONAL MODALITIES ANALYTICS TOWARDS LEARNER-
CENTERED LEARNING DESIGN
Nurfadhlina Mohd Sharef, Sazlinah Hassan, Masrah Azrifah Azmi Murad,
Erzam Marlisah
Faculty of Computer Science and Information Technology, Universiti Putra Malaysia
[email protected]
Abstract
Education analytic allows pedagogical innovations and intervention strategies collection,
reporting and assessment about learners and their contexts, for purposes of understanding
and optimizing learning and the environments in which it occurs. Computer scientists
accomplish this by mining student’s information to quantify their performance under different
instructional modalities (IM) to address learners’ needs as opposed to a generalized approach.
Advancement of storage, network facilities and computer speed enable computation of the
unprecedented amount of available data. The latest achievements of research on big data for
education include the risk models of students’ course completion and comparative studies on
success prediction under IM. This research is distinguished from existing works by addressing
the characterization of students and their learning trajectories with the objective so that
education can be adaptive and individualized. The methods are based on the combination of
student’s perception on IM efficacy and actual student’s assessment achievement. Multiple
machine learning models are developed to mine the student’s profile, student’s perceive of
blended learning-based teaching innovation, and course’s assessment marks to enable the
identification of the best teaching method, type of course, and course content; for each
student. The research contribution is four-fold: correlation between teaching delivery
perception and learning performance, feature selection, profiling of student’s learning
preference and optimized competency and rule-based recommendation of the best teaching
delivery method for personalized learning. The method is applied in an intermediary level
programming course at a computer science faculty which involved two groups of students from
millennial generation and different faculties. The results reaffirm the effectiveness of the IM;
besides suggesting that the standard formal assessment model could be reshaped to match
the learning preference of the students. The discovered learning profile also indicate variation
of student’s strength, preference and perception. The future works include reimplementing the
research design for more extensive data so evaluation at a larger scale may be obtained and
the output of the research may be used for iterative refinement of pedagogical reforms,
informed curriculum redesign and strategic resource allocation.
Putra InnoCreative Competition l PICTL2018
PICTL 041
TRANSFORMASI TRADISI PEMBACAAN MANUSKRIP MELAYU KE
DUNIA SIBERGOGI
Salmah Jan Noor Muhammad
Jabatan Bahasa Melayu, Fakulti Bahasa Moden dan Komunikasi, Universiti Putra Malaysia
[email protected]
Abstrak
Manuskrip Melayu ialah tulisan Jawi yang bertulisan tangan dan dihasilkan oleh ilmuwan
teragung zaman silam. Ia merupakan himpunan ilmu yang merangkumi pelbagai bidang yang
sangat memberi manfaat. Sangatlah rugi sekiranya tidak menerokai anugerah teragung ini.
Pada abad ke-20, lazimnya, fokus penyampaian lebih tertumpu kepada bentuk tradisional dan
berpusatkan kepada guru semata, di mana guru akan membaca dan memberi pemahaman
kepada pelajar tentang isi kandungan manuskrip tersebut. Pelajar hanya mendengar dan
cuba memahamkan perkara yang disampaikan oleh guru mereka. Namun penyampaian
tersebut semakin lama ditelan zaman dan ini menyebabkan minat pengkajian terhadap bidang
ini semakin berkurangan dan juga menyebabkan tanggapan bahawa ia bersifat eksklusif.
Justeru, bagi meningkatkan dan menarik minat generasi kini serta menyahkan pandangan
tersebut, maka satu pelan transformasi perlu dilakukan iaitu dengan melakukan transformasi
tradisi pembacaan manuskrip Melayu ke dunia sibergogi agar seiring dengan pembangunan
tamadun ilmu dan hal ini merupakan objektif utama kajian ini dengan berpandukan kaedah
analisis dan lapangan. Hasilnya, pendekatan ini dapat membantu generasi kini untuk
mencintai dan menghargai khazanah pustaka bangsa serta berhasil menterjemahkannya ke
dalam dunia sibergogi.
Kata kunci: Transformasi, Manuskrip Melayu, Sibergogi.
Putra InnoCreative Competition l PICTL2018
PICTL 042
TEACHING WITHOUT LECTURES: A JOURNEY INTO A
TOTALLY IMMERSIVE STUDENT CENTERED LEARNING GAMIFIED
EXPERIENCE
Johan Ismail
Department of Animal Science and Fishery, Faculty of Agriculture and Food Sciences,
Universiti Putra Malaysia Bintulu Campus
[email protected]
Abstract
An initiative was undertaken to teach without lectures, by giving the students the total freedom
to determine their own learning experience. This initiative was conducted with students from
the course PRT2401 / FMA 2006 Aquaculture Technology, Diploma in Animal Health and
Production. The innitial challenge that drove the transformative idea was to turn normal
traditional lectures into fun and immersive learning sessions with students during class. The
the biggest challenge was to fully trust the students to be able to create and direct their own
learning experience. This initiative was implemented to achieve one of the learning outcomes
of the course. The transformative innovation is an original idea that supported teaching without
giving lectures, where student groups plan, create, and conduct gamified actitivies during
class. In this initiative, lecture materials were made available for students before class, while
classes were transformed into activity centres for the students. No formal lectures were given
during class by the lecturer. Every session, one student group was given the task to create
and conduct an activity, while the remainder groups of students will be the participants. The
lecturer becomes an advisor, to discuss and finalise the activites created by students and to
ensure that the activities were in line with the learning outcomes of each class. In all, the
students successfully created and conducted seven innovative gamified activities that
incorporated all the lecture materials. The duration of each activity ranged from two to four
hours, with a total duration of 21 lecture hours spent, while the remaining seven hours were
spent on weekly discussion and planning. All the activities conducted and the involvement of
students have boosted the motivation and the learning process in terms of cognitive,
psychomotor and affective domains. This transfomational initiative was also able to produce
high academic achievements among students, with final course grades: 76.09 % A’s and
15.22% A-‘s. These gamified activity modules created by the students can be implemented in
other environments even in different batch of students and different courses. In fact, the
motivation and creative abilities of the students have been found to be limitless.
Keywords: Student Centered Learning, Immersive, Gamification, Aquaculture.
Putra InnoCreative Competition l PICTL2018
PICTL 044
PROMOTING THE USE OF ROLE PLAY SIMULATION
EXPERIENTIAL LEARNING ACTIVITIES TO EMPOWER 21ST
CENTURY LEARNERS
Lai Zee Wei, Yap Wei Hsum
School of Biosciences,Taylor’s University Lakeside Campus
[email protected]
Abstract
Experiential learning is the future of learning for 21st century learners as it offers accelerated
learning experience and connect students to the real world setting. Experiential learning
activities deploy a student-centered approach that empowers students to take learning into
their own hands and apply it in an engaging context. Role play simulations are forms of
experiential learning that boost students’ engagement, accerelating learning and improving
content retention. This paper describes the design and implementation of role play simulation
activities for two different modules in the School of Biosciences at Taylor’s University,
Malaysia. In these activities, students take on different roles, assuming a profile of a character
or personality, and interact and participate in diverse and complex learning settings. In the
Drug Discovery and Development module, students play the roles of various stakeholders in
a pharmaceutical company, including Chief Executive Officer (CEO), Head of Research and
Development, Head of Commercial Operations, Chief Financial Officer, shareholder/investor,
and representative from a medical charity to discuss on the development of drugs that are
involved in the treatment of a particular disease. For Applied and Industrial Microbiology
module, one group of students will be assigned as investment company’s CEO while the other
group of students will convince the investment company to invest their products based on their
scientific and marketing knowledge. Overall, students feedback were positive. Students are
able to apply what they have learnt, create new connections and reinforce the core concepts
by putting them into practice in a fun and engaging context. The role play simulation
experiential learning activities allow students to think critically, gain problem solving and
decision making skills.
Keywords: Experiential learning, student-centered, role play.
Putra InnoCreative Competition l PICTL2018
PICTL 045
DEVELOPING AN INCLUSIVE CLASSROOM CULTURE USING
ONLINE LEARNING FEEDBACK SYSTEM
Ming Li Teoh, Yin-Quan Tang
School of Biosciences, Faculty of Health and Medical Sciences,
Taylor’s University
[email protected]
Abstract
Nowadays, innovations and economic growth in a fast changing global economy requires
highly skilled and competitive employees. Therefore, the bachelor’s degree is now a virtual
commodity and must up to meet the needs of the fast-changing world. Video game culture
has become part of human’s life in the 21st century. Game is a form of competitive activity
that one engages in for amusement. However, a well-developed game can potentially deliver
meaningful knowledge acquisition, motivation to learn, and even the development of
leadership, problem-solving skills, communication and altruism to learners. The ultimate
objective of project is to use educational games to excite the senses and attracts students to
create inclusive learning environments in the classrooms. The integration of digital badge
credentials as award in the educational games can promotes intellectual engagement and
motivation to learn. An educational game-based platform, Kahoot! was implemented for
interactive learning activity by answering questions, both in groups and individually. The game
was played weekly once and points were given for those answer correctly. The top 5 high-
scoring students were awarded with digital badge credentials which will displayed in the
accomplishments section of a student's LinkedIn Profile and other social media platforms to
demonstrate their active engagement and professional learning. Online data collection from
the games were collected and analyzed. The academic performance of students were
progressive improved throughout the semester. The quizzes marks were above average and
observable positive learning attitude in the classroom and practical classes. Improvement of
inclusive education via educational games and implementation of digital badge credentials
into learning, can facilitates skill development and motivation to learn which may promote
economic growth and competitiveness around the world. In addition, this will improve the
teacher-student relationships.
Keywords: Inclusion, linkedin, micro-credential, badges, classroom.
Putra InnoCreative Competition l PICTL2018
PICTL 046
THE USE OF COLLABORATIVE NETWORKED PLATFORMS AND
TEAMWORK ASSESSMENT FRAMEWORK IN SUPPORTING
GROUP LEARNING
Yap Wei Hsum1, Goh Bey Hing2
1School of Biosciences, Taylor’s University Lakeside Campus
2Biofunctional Molecule Exploratory Research Group (BMEX), School of Pharmacy, Monash
University Malaysia
[email protected]
Abstract
Collaborative learning revolves around the constructivist theory where learning occurs through
social interaction process where learners construct knowledge collectively. The interactive
process is the crucial part for determining the success of constructing knowledge because it
would then lead to the development of communication and collaboration skills, and becoming
self-directed learners. The rise of social networking sites and a general interest in enhancing
group learning brought forward the idea of designing structured learning activities that
enhance interaction, communication and discussion between students using online learning
collaborative networked platforms. This paper describes the use of networked platforms for
design and implementation of collaborative learning activities as well as the framework for
evaluating teamwork skills. The innovations for collaborative networked platforms include the
use of Moxtra for group tutorial and real time discussion, Google spreadsheet and Padlet wall
for collaborative writing, as well as Slideshare for content sharing and discussion. The
platforms allow social communication and content collaboration within the group members,
which creates an online community and promotes learning between members in the same
group during discussion and between various sub-groups. Meanwhile, framework for peer-
evaluations and self-evaluations can assess how much each team member contributes to the
overall effort and success of a team-based task. Comprehensive Assessment of Team
Member Effectiveness (CATME) is a web-based survey tool which collects data on team-
member effectiveness and it helps to provide feedback to instructors. The CATME evaluation
enables team members to hold each other accountable for teamwork contributions. Overall, it
was shown that the collaborative networked platforms engage students in a learning
community and support knowledge construction within the group members while structured
peer and self evaluations can help students to develop individual accountability for their
actions, behaviours and contributions in a team.
Keywords: Group learning, Collaborative networked platforms, CATME.
Putra InnoCreative Competition l PICTL2018
PICTL 047
LEARNING PLANT VIA AUGMENTED REALITY BOARD GAME
Hizmawati Madzin, Ainur Farahilyana Mohamed, Rahmita Wirza OK Rahmat
Universiti Putra Malaysia
[email protected]
Abstract
According to a survey more than 40% of millennial and Gen Z in this world play video games
every day. These generations prefer to play games on mobile or tablet compared to console
games. However video games can lead to negative effects in their socialization in real world
due to their attachment to virtual world compared to the real world. Augmented Reality (AR)
is a solution of playing games on your mobile device combining virtual and real world when
you are seeing the game bound to a real world around you. In this project we propose
Mariposa Board Game (MBG) which the physical part of the game is a simple mat that acts
as the game board and the AR aspects are overlaid onto the board and visible through mobile
devices. MBG is design to educate players about Mariposa Christia Vespertilionis or butterfly
wings plant in gaming style. In MBG players can conventionally play the game using the board
while mobile game is used to roll the dice, scan the marker and insert the name of the players.
The marker on the board is use to make the AR 3D mariposa plants to be visible and overlaid
on the screen of mobile device. MBG can be played by two players or more which encourage
communication between players in real world while having fun with fascinating experience
using AR in the mobile game. MBG provide new knowledge regarding Mariposa plant and
make the players expose in new way of learning plant. In future MBG also can be expanded
in learning other type of plants or even animals. MBG project received a good feedback from
the industry, where the Invent Cube Company expresses their interest in making MBG as their
production product.
Keywords: Augmented Reality, Board Game, Learning Plant.
Putra InnoCreative Competition l PICTL2018
PICTL 048
FLIPPED CLASSROOM INTEGRATION IN FOOD TECHNOLOGY TO
ENHANCE CONSTRUCTIVE ASPECT OF LEARNING
Radhiah Shukri, Nur Hanani Zainal Abedin
Faculty of Food Science and Technology, Universiti Putra Malaysia
[email protected]
Abstract
Flipped classroom is promoted as a good platform to initiate new learning process. The
innovations include gamification in the class such as cross word puzzle, know your identity,
mix and match, etc. These games can be conducted in groups or individual, as a part of the
assessment or class activities. Being one of the tools in flipped classroom approach, video
lectures are given to the students before class to watch and digest it. The videos are self-
paced and will empower students by giving them choice to access it anywhere, anytime based
on their convenience. Beside that, motivation elements and e-learning tools are vastly
introduced in learning environment.
Keywords: Flipped classroom, videos, e-learning tools, active learning.
Putra InnoCreative Competition l PICTL2018
PICTL 049
MASSIVE OPEN ONLINE COURSE IN HALAL FOOD
Radhiah Shukri, Roselina Karim, Russly Abdul Rahman, Noranizan Mohd
Adzahan, Anis Shobirin Meor Hussin, Badlishah Sham Baharin, Ismail Fitry
Mohammad Rashedi, Nor Afizah Mustapha
Faculty of Food Science and Technology, Universiti Putra Malaysia
[email protected]
Abstract
MOOC in Halal Food covers the basic foundation of halal food in Islam based on practices in
Malaysia. It covers the concept of halal food, halal food sources, related Islamic law and
sanctity of halal food in Islam and sanctity of halal food from the perspectives of Malaysian
regulations and legislation. The MOOC was designed in a fun, interactive and very graphical
ways to enhance the learning experience of students. Activities and assessments were
structured to develop better critical thinking skills of students. This course is important to
facilitate blended learning in Universiti Putra Malaysia where students have the chance to self-
study and explore Halal Food knowledge independently while interacting with other students
and instructors virtually. Beside adding values to UPM students, this course is also available
to anybody that is interested to understand the Malaysian Halal Food perspectives. This will
establish UPM as one of the Halal Food experts that may attract future collaborations of UPM
with other institutions in Halal Food research innovations.
Keywords: MOOC, Halal Food, Blended learning.
Putra InnoCreative Competition l PICTL2018
PICTL 050
THE PITCH: TRANSLATING SCIENTIFIC TEACHING THROUGH
HYBRID EXPLORATION
Siti Sarah Othman, Nik Mohd Afizan Nik Abdul Rahman
Universiti Putra Malaysia
[email protected]
Abstract
Scientific teaching goal is to make teaching more scientific. It’s a challenge to embed learners
with critical thinking, creativity and the essence of exploration that defines research. Learners
are naturally curious, hence, it is important to enrich scientific education by capturing the
process of discovery in the classroom. Blended learning with hybrid designs has been
developed to address the course content and learning outcomes and assimilates the strengths
of synchronous and asynchronous learning atmosphere. The PITCH was developed through
backward design to challenge and support the learner according to their strengths and needs.
Learners will be challenged to develop creative strategies that are scientifically valid to
address sustainable developmental goals of the country using their understanding in genetic
engineering. They were given two weeks to upload and vouch that their ideas were unique
and do not overlapped with others through an application called padlet. In this application,
they were also allowed to give constructive comments to their peers’ proposals. By using
Microsoft Excel Online that acted as their investment account, each group were given a “start-
up fund” that they must invest in another group of their interest during the pitching session.
Groups were then instructed to give 5-minutes pitch of their ideas in front of invited
stakeholders and also their peers who were the potential investors. By using this application,
staking of the idea will be executed live during this session. The invited stakeholders each
received a certain amount of “fund” in their investment account via the same live Excel file. All
investments were visible to everyone and were not final until the end of the pitching session.
Formative and summative assessments were included during this session. Through this hybrid
activity, learners shown to be independent, active contributor to delve into and take
responsibility for their own learning. By enabling learner to do self-exploration as they work
through real problems, they will indirectly be confronted with the realization that knowledge
transcends artificial boundaries. In addition to getting an answer, they also learned the
mechanics of teamwork and a broad perspective on problem solving using modern information
technology paradigms.
Keywords: Blended learning, Hybrid designs, Genetic Engineering, padlet, Microsoft Excel
Online.
Putra InnoCreative Competition l PICTL2018
PICTL 051
MEDICAL STUDENTS’ PERCEPTION ON SIMULATION-BASED
APPROACH TO TEACHING THE MANAGEMENT OF ACUTE
CLINICAL CONDITIONS
Syafinaz Amin Nordin, Mohd Ikmal Abd Kahar, Iskasymar Itam@Ismail,
Halimatus Sakdiah Minhat
Faculty of Medicine and Health Sciences, Universiti Putra Malaysia
[email protected]
Abstract
Simulation-based education (SBE) is considered as a teaching strategy that provides a safe
and controlled environment for medical students to practise their clinical skills and become
competent doctors. This study aimed to determine medical students’ perception on the
usefulness of the simulation-based approach as a learning experience in the management of
acute clinical conditions. We also investigated students’ perception on the simulation-based
approach in comparison to other teaching modalities. A cross-sectional study was conducted
involving sixty-four final year medical students of Universiti Putra Malaysia (UPM). The
simulation-based approach was carried during teaching medical students the management of
common acute clinical conditions. A high-fidelity manikin was used to simulate a patient who
was in acute clinical conditions. At the end of the session, students were asked to complete
a self-administered questionnaire.The questionnaire consisted of a 5-point Likert scale,
addressing students’ perception on the usefulness of the simulation activities as well as their
preference in comparison to other teaching modalities. Majority of the students considered
the simulation activities as extremely useful and better than other teaching modalities.
Keywords: simulation-based approach, medical students, acute clinical conditions.
Putra InnoCreative Competition l PICTL2018
PICTL 052
INNOVATIVE PARADIGM SHIFT OF EMBEDDING EQ INTO PBL IN
AN ENGINEERING FOUNDATION PROGRAMME
Sivakumar Sivanesan, Se Yong Eh Noum, Satesh Namasivayam, Hosseini
Fouladi
Taylor’s University
[email protected]
Abstract
Today’s rapid development of smart machines coupled with advanced machine to machine
learning methods that employ artificial intelligence and learning algorithms, enable decision
making and problem solving to be executed without human intervention, thus allowing
machines to sense, predict, infer and think by themselves. While rapid developments in
cognitive computer systems is an edge in technology breakthrough, the need to be able to
Conceive, Design, Implement and Operate (CDIO) viable solutions emphasizing Emotional
Intelligence (EI) cannot be neglected. Students in the Foundation in Engineering (FiE)
programme were randomly grouped and were tasked to CDIO an autonomous robot within a
span of 18 weeks. During the 18 weeks, key practices that allow for the formation of high
performing teams were advocated through the delivery of Tuckman’s model for teamworking.
Key concepts of the CDIO framework emphasizing on the various innovative methods to
Conceive such as brainstorming, random entry, trimming and blue ocean strategy followed by
designing stages that incorporate architectural, configuration, integration and detailed design
of engineering products or systems were taught to students in the Foundation in Engineering
progamme. This was then followed by the delivery of implementation strategies such as
programming, software & hardware integration and mechanical component design. Finally
development of an instruction manual that is user friendly and products that are safe and
environmental friendly were necessitated during the final Operation stage. Emotional
Intelligence stressing on the need for members within a team to be capable of understanding
their own emotions and the emotions of others were inculcated in lesson delivery. This
information was then used by team members to guide their thinking and behavior in an
effective manner that allowed the team as a whole to achieve its goals. Key improvements in
the related Programme Learning Outcome attainment was noticed with a significant
enhancement in Learning Outcome attainments coupled with higher pass rates and enhanced
student satisfaction were realized as tangible benefits of this innovative approach while
improved experiential learning, teamworking and operating within performing teams were
realized as intangible benefits.
Putra InnoCreative Competition l PICTL2018
Self
Awaren
ess
Self Emotional Relation + ROBORACE
Manage Intelligence ship
ment Manage
ment
Social
Awaren
ess
Figure 1. Innovative Embedment of EQ into CDIO Framework in FiE.
Keywords: CDIO, EI, PLO enhancement, LO attainment.
Putra InnoCreative Competition l PICTL2018
PICTL 053
AN INTRODUCTORY CARD GAME TO GENETICS: IT’S IN MY
GENES
Ashreen Norman, Nur Alya Syafinaz Mohd Nasir, Nur Mardhiatuaini Che Zol,
Nur Fatihah Mohd Yusoff, Mas Jaffri Masarudin, Nurulfiza Mat Isa*
Department of Cell and Molecular Biology, Faculty of Biotechnology and Biomolecular
Sciences, Universiti Putra Malaysia
*[email protected]
Abstract
Genetics is one of the most interesting subjects where many biological breakthroughs have
been made possible. The basic knowledge of genetics has been taught throughout of school,
for instance, the make up of a DNA and an RNA. From learning about these, the study of
genetics has been expanded to many different fields such as the infamous field of
bioinformatics. To better introduce the basic knowledge used in genetics to students alike,
gamification of a certain subject helps them to better grasp the information. Gamification of a
subject allows the student to learn whilst playing, thus allowing them to apply what they have
learnt. Furthermore, when they do so, they allow themselves to have a better memory of what
they have learnt. A simple card game based on the DNA bases helps to engage students with
the subject of genetics. The card game is portable and students can play when they are
introduced to the subject or simply for leisure. Besides that, the social interaction among
students during the game makes learning less stressful and it allows them to learn from each
other. This card game was first brought about during an event for Bioinformatics course. There
was a need to solidify the students’ knowledge in genetics and then introduce them to the
wonderful world of bioinformatics. In the end, students were able to understand how simple it
is to learn genetics and its reflection in other fields such as Bioinformatics itself.
Keywords: Bioinformatics, DNA, gamification, genetics, social interaction.
Putra InnoCreative Competition l PICTL2018
PICTL 054
REKABENTUK PEMBELAJARAN BAHASA MELALUI TERJEMAHAN
AUDIOVISUAL
Halina Abdul Halim
Fakulti Bahasa Moden dan Komunikasi, Universiti Putra Malaysia
[email protected]
Abstrak
Media digital telah memainkan peranan yang penting dalam pembangunan manusia sejagat.
Salah satu media digital adalah merupakan penggunaan media audiovisual sarikata dan alih
suara. Penerimaan terhadap sarikata dan alih suara boleh dikatakan sebagai satu evolusi
perkembangan minda. Menurut Noraien Mansor & Normaliza Abd Rahim (2017), media digital
disambut baik jika masyarakat dapat memahami apa yang ingin disampaikan. Media digital
juga merupakan alat pembelajaran yang baik untuk generasi Z yang bersikap sosial,
teknologikal dan visual. Oleh yang demikian, objektif kajian ini adalah untuk mengenal pasti
persepsi, teknik, strategi dan mutu terjemahan pelajar , menganalisis kesilapan terjemahan
sarikata dan alih suara dan merangka corak pembelajaran melalui kaedah terjemahan.
Responden kajian terdiri daripada 30 pelajar dari Universiti Putra Malaysia yang mengambil
kursus Perancis. Pelajar didedahkan dengan penggunaan sarikata dan alihsuara Perancis
dan diminta menghasilkan satu video terjemahan sarikata dengan alih suara Melayu-Perancis
dan Perancis-Melayu. Kajian ini akan menggunakan soal selidik yang diadaptasikan daripada
Sánchez-Requena (2016) untuk meninjau persepsi pelajar tentang penggunaan dan
keberkesanan kaedah terjemahan audiovisual yang digunakan. Selain itu, model ADDIE oleh
Dick & Carry (1996) akan dijadikan landasan merangka kurikulum dan rubrik penilaian untuk
pembelajaran terjemahan audiovisual. Seterusnya, teknik terjemahan yang digunakan oleh
pelajar akan dianalisis menggunakan kerangka oleh Vinay & Dabbelnet (2000) dan Gottlieb
(1992), sementara mutu terjemahan pula dinilai dengan mengadaptasikan rubrik oleh
Sánchez-Requena (2016). Hasil kajian mendapati pelajar amat teruja dan menyambut baik
penggunaan audiovisual berbentuk aplikasi terjemahan sari kata dan alih suara. Beberapa
strategi dikenal pasti telah digunakan oleh pelajar dalam proses terjemahan dan alih suara
audiovisual, antaranya ialah strategi peminjaman, transposisi, modulasi, penyetaraan dan
strategi adaptasi. Kajian ini juga diharapkan supaya pelajar dapat mengenal pasti proses yang
sesuai dalam penterjemahan audiovisual sarikata dan alihsuara, dan seterusnya meluaskan
pemikiran tentang kesepadanan aspek bahasa, budaya dan estetika merentas bahasa.
Kata kunci: Terjemahan audiovisual, sarikata, alih suara, Melayu-Perancis.
Putra InnoCreative Competition l PICTL2018
PICTL 055
MAKANAN SELAMAT ANDA JIMAT
Rahimah Jamaluddin
Jabatan Pendidikan Sains dan Teknikal, Fakulti Pengajian Pendidikan, Universiti Putra
Malaysia
[email protected]
Abstrak
Industri hospitaliti merupakan salah satu industri terpenting yang menyumbang kepada
peningkatan pertumbuhan ekonomi negara. Sektor perkhidmatan makanan dan minuman
merupakan komponen utama yang perlu diberi perhatian bagi memastikan makanan yang
disediakan menarik, berkhasiat dan selamat untuk dimakan. Dalam kursus ini, inovasi
pengajaran dan pembelajaran yang dibuat adalah dengan memberi pendedahan kepada
pelajar untuk membuat pemindahan ilmu (knowledge transfer) berkaitan dengan kebersihan
dan keselamatan makanan kepada komuniti pengusaha makanan. Bagi menjayakan tugasan
ini, Pensyarah telah menghubungi Pengerusi Persatuan Pengusaha Chalet, Resort dan
Homestay Bumiputera (PCRHBM) di Pengkalan Balak, Melaka untuk mendapatkan
persetujuan bagi mengadakan Bengkel “Makanan Selamat Anda Jimat”. Masalah utama yang
dikenal pasti adalah kebanyakan pengusaha chalet, resort dan homestay ini terdiri daripada
warga tempatan yang telah bersara dan tidak mempunyai pengetahuan dan kemahiran
berkaitan dengan perkhidmatan makanan. Bagi melaksanakan tugasan ini, pelajar di
bahagikan kepada lapan kumpulan. Kemudian cabutan secara rawak dibuat bagi menentukan
tajuk yang perlu dibentang. Antara tajuk yang dicakup adalah berkenaan dengan punca
keracunan makanan, faktor penyumbang keracunan makanan, pengendalian makanan yang
baik, fasiliti dan peralatan, kebersihan dan sanitasi semasa operasi makanan, kemahiran dan
etika dalam perkhidmatan makanan, penyediaan ruang tempat makan, faktor pemilihan
pengendali makanan yang baik dan sistem HACCP dalam perkhidmatan makanan. Tajuk
tugasan ini merupakan sebahagian daripada topik yang dipelajari dalam kursus STE3213.
Sehubungan dengan itu, pelajar perlu membuat rujukan perpustakaan bagi mendapatkan
maklumat dan infomasi berkenaan dengan tajuk tugasan. Pelajar bebas untuk memilih apa
jua mekanisma dalam membuat pemindahan ilmu kepada pengusaha makanan. Sesi
pembentangan telah dijalankan pada tarikh 25 Oktober 2017. Enam puluh peratus (60%)
daripada markah penilaian datangnya daripada penilaian yang dibuat oleh tiga juri yang terdiri
daripada komuniti dan selebihnya 40% lagi diberi oleh pensyarah. Antara kaedah
penyampaian yang digunakan oleh pelajar adalah pembentangan poster, demonstrasi serta
lakonan dan sketsa. Pada hari kejadian, pelajar telah berjaya membuat pemindahan ilmu
kepada 30 orang ahli persatuan. Hasil pemerhatian mendapati pelajar berupaya
menyampaikan maklumat dan informasi dengan penuh keyakinan menggunakan komunikasi
yang sangat baik. Malahan pelajar juga didapati sangat kreatif dalam membuat pemindahan
ilmu kepada peserta bengkel dan terpancar keceriaan antara pembentang dengan peserta.
Putra InnoCreative Competition l PICTL2018
PICTL 056
IMPAK PENULISAN KARANGAN BAHASA MELAYU MURID
BERMODELKAN KERANGKA E-KARANG ‘SILA FOCKes SINI’
Rozita Radhiah Said, Abdul Rasid Bin Jamian
Universiti Putra Malaysia
[email protected]
Abstrak
Komunikasi bertulis merupakan cara penyampaian maklumat yang boleh dijadikan bahan
rekod atau dokumen rasmi untuk pelbagai tujuan. Ia boleh diulang baca, diulang cetak dan
dijadikan dokumen rujukan malah boleh disimpan lebih lama berbanding pengucapan lisan.
Namun kemahiran ini kerap dilihat sebagai satu kemahiran yang sukar dikuasai terutamanya
dalam kalangan murid menengah atas yang menduduki Peperiksaan Sijil Pelajaran Malaysia
Kertas 1, Bahagian B, Bahasa Melayu. Justeru, satu kajian berkaitan kemahiran menulis
bermodelkan Kerangka E-Karang ‘SILA FOCKes SINI’ telah dijalankan ke atas 35 orang murid
di sebuah sekolah menengah kebangsaan di Serdang. Objektif kajian eksperimental kuasi ini
adalah untuk mengenal pasti impak langsung rawatan menggunakan model ini kepada min
pencapaian penskoran karangan murid dan impak tidak langsung iaitu menganalisis
perbandingan hasil kerja mengarang berpandukan kriteria penskoran SPM oleh Lembaga
Peperiksaan Malaysia serta kolerasi antara kedua-duanya. Dapatan impak langsung
menunjukkan min pencapaian skor praujian murid pada iaitu 37.17 manakala min pencapaian
skor pascaujian murid ialah 73.03. Perbezaan min antara pascaujian dan praujian ialah 35.857
iaitu menunjukkan satu peningkatan yang positif. Korelasi antara praujian dan pascaujian
ialah pada 0.690 dan statistik korelasi adalah signifikan (p < 0.05). Korelasi yang positif
dengan koefisien yang tinggi (r=0.690) ini menunjukkan murid yang memperoleh markah yang
tinggi pada praujian lebih cenderung mendapat markah yang tinggi dalam pascaujian.
Berdasarkan statistik, ujian t adalah signifikan (t=-11.670; df=34; p<0.05). Manakala dapatan
impak tidak langsung pula menunjukkan peningkatan yang tekal kepada 11 kriteria yang
dianalisis berdasarkan kriteria penskoran yang dikenal pasti. Inovasi pengajaran
menggunakan Model E-Karang ‘SILA FOCKes SINI’ yang dijalankan telah menghasilkan
peningkatan skor pencapaian karangan yang lebih baik. Implikasinya, model ini didapati
sesuai digunakan sebagai satu alternatif baharu yang menjadi panduan menulis kepada murid
dan panduan mengajar kepada guru atau bakal guru. Model ini dapat membantu murid
menulis secara berstruktur, berkesinambungan, menepati kehendak tajuk serta penulisan
menjadi lebih bermakna.
Kata kunci: kemahiran menulis; model pengajaran karangan; kajian eksperimental; panduan
mengajar dan belajar.
Putra InnoCreative Competition l PICTL2018
PICTL 057
UNDERSTANDING LEARNERS’ DIFFICULTIES IN TRANSLATION
OF FRENCH AND MALAY THROUGH AUDIOVISUAL AID : A THINK-
ALOUD PROTOCOL STUDY
Hazlina Abdul Halim
Universiti Putra Malaysia
[email protected]
Abstract
In foreign language learning, learners tend to always translate the foreign words or phrases to
their first and second language. Nonetheless, translation has been neglected in foreign
language teaching since it was contemplated as an old time teaching technique. Recently
however, there has been a resurgence of interest to translation due to the alteration of its
importance as a source for the elevation of language learning. Such a view, however, takes
no account of individual learning process. Hence, this research tried to scrutinize translation
processes and the root of translation problems by learners of French and Malay. In line with
that, think-aloud Protocols (TAPs) have been used in parallel with the audio and video aid.
The respondents were 10 final year students majoring in French at Universiti Putra Malaysia,
and 2 French students from Université de la Rochelle, France. The respondents were told
beforehand of the processes and they were called individually to administer the experiment.
The test consisted of translating the excerpts from three scenes from the Malay sitcom Upin
& Ipin to French. During the process, they were required to voice out their thoughts loudly and
the processes were recorded. The students were allowed to use their phones and dictionaries
throughout the test. The research found that only 3 of the learners follow the whole translation
procedure. It is also found that all Malay learners carried out interlingual translation from Malay
to English before translating. The French learners on the other hand tried to find equivalence
in Malay- French translation. As for the difficulties, it was found that for French learners, the
absence of pronouns and the contractions for certain Malay words proved to be difficult for
them to translate, while for the Malay learners, the difficulties were due to the fact that they
couldn’t find the correct equivalence Malay-English, thus making the translation to French
problematic. As a final point, some didactic recommendations for translation instruction were
suggested.
Keywords: TAP, foreign language, translation.
Putra InnoCreative Competition l PICTL2018
PICTL 058
GAMETHICS: NURTURING ETHICAL AWARENESS THROUGH
GAMES
Mohamad Zulfazli Mohd Sobri
Department of Bioprocess Technology, Faculty of Biotechnology and Biomolecular
Sciences, Universiti Putra Malaysia
[email protected]
Abstract
Ethical reasoning is not just about right or wrong but consists of many shades in between. The
ambiguity in evaluating moral issues often lead to many judgments, arguments and
suggestions. This element provides an interesting platform for understanding ethics among
students that are raised from various backgrounds. The inadequacy of students’ awareness
of the ethical issues is best to be explored and nurtured through playing games as an
educational tool. Games constitute a medium that motivates the players to try to develop their
knowledge while they put it into practice. Educational games have become a strong
supplement to teaching by virtue of their concrete experiences leading to learning. This
approach is intended to be used in teaching BTC4001 Biosafety and Bioethics course in the
Faculty of Biotechnology and Biomolecular Sciences, UPM. The class will be divided into small
groups of students in which everyone has a role in each game. The games played will be
centralised around situated learning that targeted specific ethical problems. Students are
encouraged to express their moral reasoning and exercising judgment by applying those
principles ideas learned in class. The games can be as simple as ‘Never Have I Ever’ and the
famous ‘Trolley Problem’, or can be as complicated as ‘Agricola’ and ‘Dead of Winter’. One
important key approach is the classroom environment is structured in such a way that the
freedom to learn is protected. This means that the students are assured that evaluation is not
being made during the games. The student is free to make ‘mistakes’ and express their
honesty. The teacher is in the role of the facilitator while students bear considerable
responsibility for their own learning. We believe that by allowing the students to be involved in
moral dilemmas helps them to express their character through the problem solving, decision
making, and conflict resolution present in these games. These are essential parts of
developing moral character and fostering ethical awareness among them. We are hopeful that
the initiation of this approach will help us develop our own games that can be copyrighted and
commercialised in the future.
Keywords: ethics, awareness, games, situated learning.
Putra InnoCreative Competition l PICTL2018
PICTL 059
SAIDINA BOARD GAME IN LEARNING ACCOUNTING
FUNDAMENTALS
Aslam Selamat
Universiti Putra Malaysia
[email protected]
Abstract
For some new learners, accounting subject could be tedious and daunting. It requires sensible
understanding of accounting principles, concepts and terminology. Therefore, it is important
to present the subject matter in a less unnerving manner. Less emphasis should be put in
memorizing the accounting rules. Individual assessment must also be made possible to
provide effective feedback. In addition, the module should allow flexibility so that it could
achieve the learning outcomes. One interesting ways of learning accounting is through
student-centered play-based learning using Saidina board game. Student are put in groups of
four maximum and plays the game of Saidina with some changes in the rules, for example,
allowing player to do transaction on credit and bank credit borrowing. For each financial
transactions, all students are required to record a proper double-entry accounting journal,
ledger post, trial balance and prepare financial statements. Additional adjusting entries can be
included in the assignment, such as asset depreciation, loan and interest payment. Student’s
progress can be assessed through the financial report prepared from the game round. The
activities can be done in several rounds with different sets of rules and requirements. As
everyone has their own set of transactions, no students could have the same set of answer,
which would create a more eficient assessment. Therefore it is easier to identify student with
poor understanding of the fundamentals. Modules can be created so that the students can
work on different standard of financial statements, such as financial statement for sole
propreitorship, partnership, club/society, cooperatives and also company (each of these
different entities have different accounting standard to follow). It is found that the students,
where most of them have no or minimum accounting background, has increased in their
understanding, while enjoying the learning process. Significant improvement is seen in the
final assesstment. In summary, learning accounting thru Saidina game board can be very
effective and fun. It allows active learning engagement and positive social interactions with
their peers.
Keywords: Saidina game board, fundamental accounting, student-centered learning,
Accounting games.
Putra InnoCreative Competition l PICTL2018
PICTL 060
FACE-TO-FACE IMMERSIVE LEARNING EXPERIENCE:
FROM IRON CHEF TO SHERLOCK HOLMES
Nurdiyana Ahmad Denil
Department of Animal Science and Fishery, Faculty of Agriculture and Food Sciences,
Universiti Putra Malaysia Bintulu Campus
[email protected]
Abstract
Project Based Learning (PBL) is a brilliant teaching tool, as it allows for a more student-centred
environment. Teachers are present in the classroom to guide students in their learning, instead
of using lectures which is mostly a one-way method to deliver information. I conducted PBL
teaching approach to a group of Diploma of Fishery (Semester 5) students undertaking
FMT2211 Post Harvest Technology and Processing Fishery Products course. The students
were required to complete two projects; 1. Iron Chef- Innovative Cooking using Surimi; and 2.
Sherlock Holmes – Real Time Assessment on Fishery Products. Students worked in small
groups, usually in a group of five. For the first project, the Iron Chef, the task was to make
surimi from scratch and then create an innovative seafood product from surimi. When the
students were involved in hands-on learning through mixing and chopping, handling the surimi
machine and finally sitting together sharing a meal after completing the task, the impact is
multi-faceted. As for the second project, the Sherlock Holmes, the students visited the fish
markets and supermarkets around Bintulu and produced short videos on their findings. The
task was to observe the preservation, storage, processing and packaging to ensure lifespan,
marketing and food safety of fishery products. Students were also required to suggest on how
to improve the fishery products marketability. The learning issues that I wanted to resolve
amongst the students were low self-esteem and lack of confidence in communicating with
members of the public. Therefore, this assignment will maximized their critical-thinking
problem solving (CTPS), communication (CS), decision-making and entrepreneurship skills
(ES). This was acquired through direct observations and interviews with small-scale
entrepreneurs. This will then prepare the students for their future work interviews and career
developments. Besides that, working together in a small group can be an effective method to
motivate students to participate more in group discussions, heightened self-confidence,
encourage active learning, and self –directed study. I believe that when students are more
engaged and interested in the work they are completing, the final product will be much better,
than when they feel forced to complete a task.
Keywords: innovative cooking, real time assessment, project based learning.
Putra InnoCreative Competition l PICTL2018
PICTL 061
PUTRA BAKTI @ ANIMEX (ANIMAL EXHIBITION)
Juriah, K., Sarbini, S.R., Roslan, I., Fakhzan, B., Noor-Hakim, A.
Universiti Putra Malaysia Bintulu Campus
[email protected]
Abstract
PUTRA BAKTI @ AnimEx (Animal Exhibition) is an annual showcase event of Universiti Putra
Malaysia Bintulu Sarawak Campus in which was held in February every year. The innovation
of AnimEx was inaugurated by the students of Diploma in Animal Health and Production under
Co-curriculum Credited Course (Community Service) in 2017. AnimEx was designated on
community-based learning; with the help of two facilitators. Facilitator only play a role of
‘participant observer’, to supervise the programme progress; however, the students must
make investments of time and energy to their face-to-face immersive learning method.
However, the rewards of AnimEx was equally significant, as students gain invaluable
opportunities to put their academic learning into action, and also enhance their soft skills.
Petting zoo (farm-based education) is the main concept of AnimEx. It is a fun place for kids
and people of all ages can interact with animals (livestock, cat and exotic animals). This will
served its purpose for knowledge of scientific educational, sensory learning, enhanced
language development and promoted family bonding. AnimEx Charity Run was a gathering of
the pet lovers’ community in Bintulu in order to strengthen the relationship between owners
and pets as well as fundraising. Fun Cat Show, Cat Adoption and Cat Grooming Programme
were organized to help public become more aware of love and care. A special demonstration
by role play of police dog (K-9) was also conducted by PDRM unit. AnimEx also invited
Sarawak Society For The Prevention Of Cruelty To Animals (SSCPA) to educate the public
about stray dogs and Rabies disease, and volunteering job opportunity. The participant of this
program include UPMKB students and staffs, non-governmental organization; SSCPA, private
clubs; Bintulu Pets Lover and Creepy Crawlies, school children, family, Kompleks Kebajikan
Anak Yatim (PERYATIM) and Persatuan Bagi Rakyat Prihatin Dan Ibu Bapa Kanak Kanak
Cacat (PERPIKAT). AnimEx received an astounding turn out with more than a thousand
visitors in two days. Fundraising from booth services and charity run as well as stall sales from
DKHP students (entrepreneurship element) were donated to SSPCA and PERPIKAT;
RM1000 each. AnimEx brings people of all ages together with transferring powerful
knowledge.
Keywords: Animal exhibition, community-based service, farm-based education.
Putra InnoCreative Competition l PICTL2018
PICTL 062
UTILIZATION OF A WORK-INTEGRATED LEARNING PEDAGOGY
AT HIGHER LEARNING INSTITUTION: FOSTERING ENGAGEMENT
WITH INDUSTRY PROJECTS
Phuah Kit Teng, Siti Intan Nurdiana Wong Abdullah, Bernard Lim Jit Heng
Faculty of Business, Communication and Law, INTI International University
[email protected]
Abstract
Traditionally, the delivery of education and training to students were the responsibility of
universities. However, due to the increasing demand for work-integrated learning (WIL),
employers and industry practitioners are playing a more important role. WIL is an educational
strategy that intentionally integrate students educational experiences with real-life work
experiences in an attempt to show students the "why" of what they are learning. WIL strategies
provide career awareness, career exploration opportunities, career planning activities and
help students reach competencies such as positive work attitudes, technical and employability
skills. WIL has been more prevalent in professional degree disciplines but nowadays there is
a demand to increase WIL in other disciplines; however, the resource implications are
significant, as it takes a great deal of time and effort on the part of lecturers and education
providers to develop partnerships with employers to facilitate successful WIL opportunities for
students. This paper draws on industry projects that explore how WIL pedagogy operates in
university using three main perspectives that help to conceptualise the existing range of
practice which are discipline-centred, learner-centred and employer-centred. The WIL in this
study occur in a full integration into the degree, which is both assessed and accredited by
implementing industry projects. The WIL is embedded with marketing subject where data were
collected from 40 students who went through the industry projects for 14 weeks with two small
and medium enterprises. The industry projects are successful as the students were well
matched where both parties have a meaningful experience. The work-integrated learning had
provided students with knowledge related to a particular occupation or industry and to gain an
enhanced understanding of workplace culture and professionalism. The employers were
impressed with the students’ performance where some of the students were offered internship
positions immediately. This project also increased the students’ employability compared to
those who did not undergo this project. Upon completion of this project, students had gained
more confidence, higher exposure and the ability to think on their feet.
Keywords: Employers, industry projects, work integrated learning.
Putra InnoCreative Competition l PICTL2018
PICTL 063
LEARNING ACCOUNTING FROM THE CHARACTERS OF THE FIVE
SWORN-BROTHERS
Hasri Mustafa
Department of Accounting and Finance, Universiti Putra Malaysia
[email protected]
Abstract
Hikayat five brothers Hang Tuah, Hang Jebat, Hang Kasturi, Hang Lekir dan Hang Lekiu was
the examples of the Malays’ strong kinship but with quite complex interrelationships. The
Hikayat highlights the heroic qualities of the five sworn-brothers with all elements of loyalty,
treachery, sympathy, autonomy and integrity. These heroic qualities are the reason the
Hikayat is still discussed from time to time. Accounts in accounting are not all homogeneous
with respect to the formula Asset = Liability + Equity (Revenue – Expense). Using the
characters of the Heroes may help students to understand better the concepts and principles
of the five accounts in accounting. This project requires the adaption of the characters of Hang
Tuah, Hang Jebat, Hang Kasturi, Hang Lekir dan Hang Lekiu with Hang Asset, Hang Liability,
Hang Equity, Hang Revenue and Hang Expense. The project would result in a major
turnaround in accounting education. Within this framework of the Hikayat, accounts in
accounting should be seen as uniquely fun because it does not require a full makeover of our
teaching practice but the changing of the plots which are somehow related by cause and effect
of the five accounts.
Keywords: Accounting, Hang Tuah, the five sworn-brothers, Asset, Liability, Equity,
Revenue, Expense.
Putra InnoCreative Competition l PICTL2018
PICTL 064
CONNECTING THE DOTS: PROBLEM BASED LEARNING MODULE
FOR APPLICATION OF THEORY TO REAL LIFE
Nurul Osman
Department of Physics, Faculty of Science, Universiti Putra Malaysia
[email protected]
Abstract
Often, student found it difficult to perceive the possible application of the theories that they
have learned in the classroom. Unable to connect the theory to application, might result in
disengage students whom are book smart, but not street smart. To help aid students with this
issue, problem based learning modules have been developed to allow the student to explore
the possible application of the theory that they learn. In the modules, real life example was
given and the student is encouraged to be creative in applying theory that they have learned
to solve the problem. These modules encourage higher thinking skill, creativity and long life
learning while at the same time deepen the understanding of the theory too.
Keywords: Prolem based learning, module, application.
Putra InnoCreative Competition l PICTL2018
PICTL 065
UNITY AND DIVERSITY
Rahimah Jamaluddin
Jabatan Pendidikan Sains dan Teknikal, Fakulti Pengajian Pendidikan, Univerisit Putra
Malaysia
[email protected]
Abstrak
Pakaian seragam merupakan satu set pakaian standard yang dipakai bagi menggambarkan
identiti dan imej sesebuah organisasi. Penghasilan rekaan pakaian yang menarik dan cantik
memerlukan kreativiti yang tinggi. Inovasi yang dibuat dalam kursus STE4201 Pengurusan
Pakaian III ini adalah dengan memberi peluang dan pendedahan kepada pelajar untuk
mereka cipta pakaian seragam bagi kegunaan pekerja di resort dan chalet. Bagi
menyempurnakan tugasan ini, jaringan komuniti dengan Persatuan Pengusaha Chalet,
Resort dan Homestay di Pengkalan Balak dijalankan. Pelajar melaksanakan tugasan ini
secara berkumpulan untuk tempoh masa empat minggu. Setiap kumpulan dipadankan
dengan sebuah chalet/resort yang sedang membangun. Seterusnya pelajar perlu membuat
tinjauan awal mengenai konsep, tema dan logo chalet/resort tersebut. Pelajar juga perlu
mendapatkan maklumat mengenai pemilihan warna, jenis fabrik dan stail pakaian yang
diinginkan oleh pemilik chalet/resort. Berdasarkan maklumat yang diperolehi, pelajar
seterusnya membuat beberapa lakaran reka bentuk pakaian seragam untuk dipilih. Aktiviti
berikutnya melibatkan proses pembelian fabrik, penyediaan pola pakaian dan proses menjahit
sehingga siapnya pakaian seragam untuk diperagakan. Pada 22 November 2017, sesi
peragaan pakaian seragam telah dibuat bersempena dengan Majlis Penutup Projek Jaringan
Komuniti dengan Persatuan Pengusaha Chalet, Resort dan Homestay di Pengkalan Balak.
Penilaian dibuat berdasarkan kerjasama antara ahli kumpulan dengan pemilik chalet/resort,
penilaian oleh pemilik chalet/resort serta penilaian oleh pensyarah berdasarkan hasil rekaan
pakaian dan kekemasan jahitan. Projek akhir amali jahitan yang melibatkan kolaborasi
dengan pengusaha chalet/resort ini memberi manfaat yang berguna kepada pelajar dalam
meningkatkan keyakinan diri untuk mengutarakan idea dan rekaan kepada sesebuah
organisasi, mengadakan jalinan kerjasama serta menonjolkan kemahiran menjahit kepada
orang ramai.
Keywords: Accounting, Hang Tuah, the five sworn-brothers, Asset, Liability, Equity, Revenue,
Expense.
Putra InnoCreative Competition l PICTL2018
PICTL 066
SISWA@FESYEN
Rahimah Jamaluddin
Jabatan Pendidikan Sains dan Teknikal, Fakulti Pengajian Pendidikan, Universiti Putra
Malaysia
[email protected]
Abstrak
Pendidikan keusahawanan secara tradisinya memberi tumpuan kepada pendidikan secara
formal. Namun kini, pelbagai inisiatif telah diambil selari dengan perkembangan pengajaran
dan pembelajaran (PdP) abad ke-21 yang menekankan kepada pembelajaran berasaskan
pelajar serta learning by doing. Dalam kursus STE4201 Pengurusan Pakaian III, inovasi
pengajaran dan pembelajaran yang dibuat adalah dengan memberi peluang kepada pelajar
untuk menimba ilmu pengetahuan, kemahiran menjahit dan keusahawanan melalui
pendekatan kolaborasi yang melibatkan komuniti setempat. Pelajar diberi tugasan untuk
menyiapkan projek akhir jubah kontemporari dalam tempoh masa 5 minggu. Seramai sepuluh
orang usahawanita tukang jahit yang tinggal berdekatan UPM dijemput menjadi mentor bagi
memberi bimbingan dan tunjuk ajar. Pelajar dibahagikan kepada kumpulan kecil yang terdiri
daripada 5-6 orang ahli. Pelaksanaan projek ini melibatkan tiga fasa. Pada fasa pertama,
pelajar ditemukan dengan mentor dan sesi ice breaking dijalankan. Seterusnya pelajar diminta
untuk membuat perbincangan berkumpulan mengenai pemilihan tema, warna, stail pakaian,
pemilihan jenis fabrik dan juga aksesori. Dalam tempoh masa seminggu, pelajar diminta untuk
menghantar lukisan teknikal dan story board tentang rekaan pakaian mengikut kumpulan
masing-masing. Fasa kedua dan ketiga melibatkan proses pembelian fabrik, penyediaan pola
pakaian dan proses menjahit pakaian. Aktiviti PdP fasa kedua dan ketiga diljalankan
sepenuhnya oleh pelajar dengan bantuan dan tunjuk ajar mentor. Fasa terakhir melibatkan
aktiviti penilaian dan peragaan. Bagi memberi nilai tambah, sesi penilaian secara
berkumpulan dan pitching individu dijalankan. Sesi penilaian ini diadili oleh juri profesional
yang terdiri daripada pereka fesyen Malaysia iaitu Salikin Sidek, pensyarah fesyen dari UPSI
dan pegawai pemasaran dari industri pakaian. Aktiviti PdP jahitan ini merupakan komponen
utama dalam Projek Siswa@Fesyen yang dijalankan dengan kerjasama Pusat Pembangunan
Keusahawanan dan Kebolehpasaran Graduan, UPM. Projek ini mendapat pembiayaan
sebanyak RM100,00 ribu dari KPM. Selain dari aktiviti menjahit, pelajar dan mentor turut diberi
pengisian tambahan seperti seminar keusahawanan, latihan kemahiran perniagaan serta
bengkel pemasaran dan e-marketing. Projek ini berupaya membuka minda pelajar untuk
menceburi bidang keusahawanan fesyen disamping memberi peluang kepada pelajar untuk
mempelajari ilmu keusahawanan, perniagaan dan kemahiran secara terus dari usahawan.
Putra InnoCreative Competition l PICTL2018
PICTL 067
CONFLICT RESOLUTION: THE ART OF SUCCESS
Mohd Mursyid Arshad
Fakulti Pengajian Pendidikan, Universiti Putra Malaysia
[email protected]
Abstract
Conflict resolution is significant topic not only in social sciences researches but also in history
and philosophy. It is a global scenario to note that conflict is a way for two or more parties to
find a solution to a disagreement that has attract researchers from various background to
study on. Conflict can be resolved. Hence, the importance to understand and develop
programs to empower human resource practitioner is undeniable. Currently, with the
advanced of technology and the concept of borderless world, the issue of conflict has been
more complicated. The fact that conflict exists, however, is not necessarily a bad thing. When
the conflict can be resolved effectively, it will eliminate many of the hidden problems that it
brought to the surface. Furthermore, generation gap has becoming a great issue especially in
community, society and organization. The teaching innovation through this book highlighted
the issue presently faced by human resource practitioner not only intrapersonal conflict, but
also interpersonal, intra group and intergroup conflict. Lastly, special thanks to all the
contributors of this volume as well as DCE3712 (Conflict Resolution) students to making this
volume a reality.
Putra InnoCreative Competition l PICTL2018
PICTL 068
ENHANCING STUDENTS’ LEARNING EXPERIENCE: INNOVATIVE E-
PEDAGOGY THROUGH VIDEO ASSIGNMENT
Tan Ngai Paing, Lai Kok Song
1Department of Land Management, Faculty of Agriculture, Universiti Putra Malaysia
2Department of Cell and Molecular Biology, Faculty of Biotechnology and Biomolecular
Sciences, Universiti Putra Malaysia
[email protected]
Abstract
Since the advent of ICT, a new gateway for effective learning has been introduced through E-
pedagogy, which emphasizes the use of video, audio and internet for better learning
experience. At present, E-pedagogy is widely adapted in many learning institutions and is no
longer something new, yet it is still being recognized as a highly effective learning method that
improves cognitive skill. A typical E-pedagogy technique example is playing a relevant video
during lecture to better illustrate the study topic content for students’ understanding. However,
not all study subjects come with ICT materials and in this case the teachers have to create
his/her own ICT content to fulfil the teaching process, which could be burdensome.
Conversely, an alternative is to guide the students in creating a content that specifically fits
the study topic. There is a lot of complexity in producing a video, this approach, however, has
a few advantages. For example, if conducted in a group of students, students can enhance
their cognitive, psychomotor and affective skills; students have to rethink carefully and
evaluate insightfully about the content of the study topic (cognitive), then they would need to
acquire the skills in presenting the content in front of the camera as well as handling video
graphic equipment and post production editing (psychomotor) and finally coordinating, working
together and leading the process of video making among members (affective). For a teacher
to assign students making a video assignment, the process of learning does not only revolves
around the understanding the study topic but also enhancing the students social capability in
a society.
Keywords: E-pedagogy, ICT learning, Bloom Taxonomy.
Putra InnoCreative Competition l PICTL2018
PICTL 069
ASPERLABS: AN OPEN SOURCE VIRTUAL LABORATORIES FOR
FOUNDATION PROGRAMME
Muhammad Alif Mohammad Latif, Norihan Md Arifin, Marina Mohd Top@Mohd
Tah
Centre of Foundation Studies for Agricultural Science, Universiti Putra Malaysia
[email protected]
Abstract
Virtual laboratory can provide a cost-efficient way to organize high-quality laboratory work for
many students. It is a damage resistance laboratory, thus opening the possibility to learn from
mistakes. By combination with real practical session identical to the virtual laboratory and e-
learning management system such as PutraBlast, assessing lab report and student
performance becomes much easier. The objective of this research is to develop a virtual
laboratory for science foundation programme in Universiti Putra Malaysia (UPM). The virtual
laboratory initiative is known as Asperlabs. This web-based interface offers several virtual
experiments for four courses in UPM foundation including Physics, Chemistry, Biology and
Mathematics. Currently, the experiments available at Asperlabs are that of Physics, where
testing was done to foundation students taking the course. The inclusion of Chemistry, Biology
and Mathematics is currently being undertaken.
Keywords: virtual laboratory, foundation studies, virtual experiments.
Putra InnoCreative Competition l PICTL2018
PICTL 071
EMPOWERING TEACHING AND LEARNING WITH G-SUITE
Hawa Rahmat, Mohd Hairul Anuar Razak, Rohaidah Mashudi, Nor Huda Abdul
Hamid, Nurhazlini Rahmat
Faculty of Applied Communication, Multimedia University
[email protected]
Abstract
Blended learning (BL) has emerged as one of the most popular pedagogical concepts at the
beginning of 2000. It has become the current trend in teaching and learning. Subsequently
there are numerous tools or applications available for the users. G-Suite or formally known as
Google Education for Learning (GAFE) is one of the BL applications that could empower
teaching and learning. Integrating G-Suite in teaching and learning not only ease the process
of teaching and learning, but also make learning fun and exciting. G-Suite promotes paperless
work and encourages discussion among the students. It creates an interactive discussion even
with the passive students in the normal class. A case study of Grooming and Professional
Etiquette subject in Multimedia University is used to demonstrate the effectiveness of G-Suite
and how the integration of G-Suite with normal classes empowered teaching and learning.
Briefly, G-Suite application brings efficient, diligent, smart, fast, easy, and exciting teaching
and learning.
Putra InnoCreative Competition l PICTL2018
PICTL 072
DESIGN OF INDOOR PORTABLE GREEN HOUSE
A. A. Nuraini, M. A. Azmah Hanim
Department of Mechanical and Manufacturing Engineering, Faculty of Engineering, Universiti
Putra Malaysia
[email protected]
Abstract
The rise in living standards, population increase, and change in nutrition pattern awareness
are pushing the demands for fresh food items. The low-income consumers are more
influenced by the cost, while the high-income consumers are more concern towards the quality
and safety of the products itself. This dillema can be solved by farming our own produce.
However, those that live in high rise buildings have the constraint of space. The project entitled
Design of Indoor Portable Green House were aimed to design, build and test portable green
house that is suitable to be use by people with limited space issue to grow variety of organic
vegetables in their own living space. This project were used as a key evaluation in the
Integrated Design Project for Semester 1, 2015/2016. The key design requirements given
were as follows; portable design, grow minimum one variety of plant including Mentha
Arvensis, self-sustain design with irrigation and thermal system, maximum size of 75 cm height
x 75 cm width x 50 cm depth, maximum production cost RM500, use TRIZ design method,
use computer aidded tools in the design development, and inclusion of manufacturibility,
sustainability and economic analysis in the design process. Students were grouped based on
individual evaluation to ensure homogeniety of student mix per group. Each group consist of
5 students. The overall evaluation were based on idea generation, progress assessment, peer
evaluation and final group assessment including presentations, reports and prototype
performance. Ten prototypes were successfully produced and evaluated. Some of the
protoypes performed better than others during the one week functionality test. In the
functionality test, the prototype were set up in the laboratory with limited sun exposure to
simulate actual working condition. The prototype were left running for a week. After a week,
the performance in terms of plant conditions were evaluated. The final report also include post
mortem of the final design and improvements that can be made. Overall, the objective to
expose the students to effective communication, understanding impact of sustainability,
creative and innovative design through prototype development, and effectively apply
management principles to coordinate design activities were achieved.
Keywords: Portable, Green House, TRIZ, Integrated Design, Protoytype.
Putra InnoCreative Competition l PICTL2018
PICTL 073
CULTIVATING SOCIAL ENTREPRENEURS THROUGH
EXPERIENTIAL EDUCATION: A MULTI-STAKEHOLDER
COLLABORATION
Siti Intan Nurdiana Wong Abdullah , Phuah Kit Teng, Umi Kalsom Kassim
Faculty of Business, Communication and Law, INTI International University
[email protected]
Abstract
The role and responsibilities of education is increasingly important in development and relief
initiatives, outlined the historical development from philanthropy, to corporate social
responsibility. According to Nobel Peace Prize winner Mohammad Yunus, young generation
should learn that there are two kinds of businesses where one of it is a business which makes
money, and the other solves the world problems. It’s an academic exercise and what they do
with that in real life will depend on them. The International Commission on Education for the
21st Century developed four pillars of education—learning to be, to know, to do and to live
together. Therefore, fostering social entrepreneurship is more important in the age of
automation. Social entrepreneurship is a simultaneous pursuit for economic, social and
environmental goals through ventures to mitigate social and environmental problems and
holds huge potential for sustainable socio-economic development. Thus the aim of this paper
is to provide experiential learning opportunities for university students through social
entrepreneurial skills and collaboration between different government agencies, NGOs and
private institutions. The students experienced the full range of how to be a social entrepreneur
by putting their classroom knowledge to actual practise. Four hundred and fifty undergraduate
students from business faculty undertook a variety of task in planning, organising and
showcasing their social enterpreneurial skills for two consecutive semesters. The first batch
of students succesfully collected RM6600 was a collaboration with Malaysian Association for
The Welfare of Mentally Challenged Children. They had build publicity awareness through
social media and organised a variety of fundraising activities such as selling t-shirt, door to
door donation, movie night, live band and haunted house. In conjunction with International
Women’s Day, the second batch of students had organised 7km marathon, concert and
presented eight interesting social business plans to help raise the standards of women in the
society. They also developed websites and showcased social experiment campaigns. It
gained strong support from Pertubuhan Pelindung Khazanah Alam Malaysia, the United
States embassy, Breast Cancer Association, TalentCorp and Malaysian Investment
Development Authority, whereby RM2500 was raised in support for Breast Cancer Welfare
Association and Women’s Aid Organisation.
Keywords: social entrepreneurship, entrepreneurial skills, experiential learning, multi-
stakeholder collaboration.
Putra InnoCreative Competition l PICTL2018
PICTL 074
IMPROVING STUDENTS’ LEARNING ON UML CLASS DIAGRAM VIA
RECOMMENDER-BASED APPROACH
Norhayati Mohd Ali, Sara H.S. Almadi, Novia Admodisastro
Faculty of Computer Science and Information Technology, Universiti Putra Malaysia
[email protected]
Abstract
Recommendation systems have been used widely in e-commerce, service industry and
information system domain. Several studies recently have applied the recommender system
in education domain and proved that it is an efficient approach that can support education
process. For instance, the recommender system is applied in e-learning activities such as
recommending resources (such as papers, books, and others) to the learners (students). In
this work, we propose a recommender system technique for learning UML Class Diagrams.
Unified Modeling Language (UML) is a general-purpose modeling language in software
engineering and is used to model and document software. The UML has been widely used in
software engineering courses, such as Software Design, Software Architecture, and Object-
Oriented Analysis and Design. One of the most important diagrams in UML is UML Class
Diagram. Studies reported that students having difficulty in designing class diagram to
represent the structure of a software system. Thus, the objective of this project is to enhance
students’ learning of UML Class Diagram via recommender system. We have developed an
educational tool known as Class Diagram Recommender System (CDRS) to support
Computer Science/ Software Engineering students in learning and designing UML Class
Diagram. The main idea of CDRS is to analyse and compare a UML class diagram created by
a student with a collection of valid class diagrams stored in a repository. Based on the
comparison result, the CDRS tool will recommend several appropriate UML class diagrams
that the student can apply. The CDRS used a Content-based technique and Jaccard
Coefficient method to compare the similarity of a student’s class diagram with the class
diagrams stored in the repository. The class diagrams with the highest similarity value will be
recommended by the CDRS tool. The CDRS has been evaluated by software engineering
students to assess on the usability and usefulness aspects. The result on the usability
evaluation shows that the CDRS has an average score of 88 which indicates an ‘excellent’
grade scale. The usefullness evaluation also shows high and positive satisfaction from the
respondents. Thus, we believe that the CDRS can support and enhance students’ learning in
UML class diagram.
Keywords: UML class diagram, recommender system, content-based technique, Jaccard-
Coefficient method.
Putra InnoCreative Competition l PICTL2018
PICTL 075
EZ MINDMAP FOR THE DEVELOPMENT OF CRITICAL
THINKING SKILLS
Sidek Ab. Aziz1, Ahmad Nasir Mohd Yusoff2, Nuraidayani Effendy1,
Zakiah Roslan1
1Faculty of Science, Universiti Putra Malaysia
2Faculty of Human Ecology, Universiti Putra Malaysia
[email protected]
Abstract
EZ Mind Map is a collection of online application of great presentation methods which involves
diagram or chart to summarize information, ideas, tasks or a solid description of the purpose
of explaining a concept or idea. Meaningful learning is more easily achieved through mind
map approach when new concepts are more specifically linked to the concept of a more
general concept that has long been understood. Mind map involves diagram or chart is drawn
to summarize information, ideas, tasks or a solid description of thepurpose of explaining a
concept or idea. Mind maps are used to improve memory through the subconscious mind.
Among significance benefits in using mind maps are as follows. The practice of using
a mind map can produce holistic graduates that use higher order thinking skills (HOTS) for
learning in higher education. The use of mind map in student-centered learning activities is in
the line with the aspirations of formation of labor or human capital that one creative and
innovative. The fostering of a spirit of cooperation in building a mind map in an online way
which can provide an opportunity for students to explore more applications for effective
teaching and learning technique in blended learning mode. The use of mind map also build
the soft skills, ethics and morals of students and applied objectives of life-long learning.
The main objective of this project is to review the use of EZ Mind Maps to improve
student critical thinking skills, especially for students at the Faculty of Science, Universiti Putra
Malaysia which has been implemented comprehensively through qualitative and quantitative
approaches. The project is to study the effectiveness of learning through student achievement
and assess the level of acceptance and suitability of using mind maps in the process of
teaching and lifelong learning.
Keywords: EZ Mind Map, memory, mind concept, high order thiking skills.
Putra InnoCreative Competition l PICTL2018
PICTL 076
MODULAR BASED COURSEWARE DEVELOPMENT AND
EVALUATION: ESPRINTTM QUAD GENPHYS 2.1
Sidek Ab. Aziz1, Ahmad Nasir Mohd Yusoff2, Nuraidayani Effendy1,
Nurul Nabilah Fedzir1, Nur Aziatul Sazira M Afandi1,
Noor Wahidah Zainol Jamil1, Nurul Ain Ibrahim1
1Faculty of Science, Universiti Putra Malaysia
2Faculty of Human Ecology, Universiti Putra Malaysia
[email protected]
Abstract
The Modular Based courseware of four selected topics of General Physics (GenPhys) on
students' awareness and motivation in learning Physics has been successfully developed
based on the ADDIE instructional system design model and using Microsoft Powerpoint
embedded with iSPRING Presenter 7. The iSpring Presenter 7 allows creation of mobile-
ready e-Learning content for all platforms and all devices in PowerPoint environment. It
smoothly preserves all PowerPoint effects including animations, transitions and even triggers.
This modular based courseware consists of electromagnetic induction, direct current,
inductance, as well as projectile motion. Three types of instruments were employed:
Courseware Evaluation Checklist, Instructional Materials Motivation Survey (IMMS)
questionnaire and Diagnostic Test which were validated by a panel of subject matter and
instructional design experts. The reliability of the instrument has been tested on 10 physics
students. Quasi-experimental design has been used to gather data which related to the impact
of CBL system on students' awareness and motivation in learning Physics. Samples for the
quasi-experimental design consist of 40 students as treatment group and 40 students of
control group. Data has been analyzed descriptively and inferentially using SPSS v.14. Based
on the Courseware Evaluation Checklist, the CBL courseware was assessed as good
courseware to learn the topic on General Physics. Results from the Diagnostic Test showed
that there was significant difference in the mean scores obtained (t (67) = 10.162, p<0.05).
The treatment group was found to perform better in the test compared to the - control group.
In terms of motivation, results from the IMMS questionnaire showed that the students from the
treatment group were motivated in learning physics.
Keywords: eSPRINTTM Learning Series, General Physics.
Putra InnoCreative Competition l PICTL2018
PICTL 077
DAM HAJI TECHNIQUE TO IMPROVE STUDENTS' CONCEPTUAL
UNDERSTANDING OF PN-JUNCTION
Suriati Paiman, Azwan Ismail Ibrahim, Nurul Huda Osman
Physics Department, Faculty of Science, Universiti Putra Malaysia
[email protected]
Abstract
The study is to show how 'dam haji', a Malaysian traditional checkered board game can
incorporate many types of learning, from fundamental charges to current flow in a circuit. The
aim of this work is to improve students' understanding of PN junction concept using this game
elements. Through this two-player strategy game technique, the students were interested in
acting activities because they were given a role as charge carrier (hole or electron) in the p-
type or n-type regions of a semiconductor material. The focus of this study is to improve
students' ability to imagine themselves as minority or majority carriers when circuit is applied
under forward or reverse biased, therefore increasing students' engagement in active learning.
The analysis reveals that majority of the students felt they were more engaged and had more
confidence in explaining the concept of PN-junction and the application in real life as a result
of participating in the 'dam haji' game.
Keywords: dam haji, PN junction, diode, semiconductor, male-female interaction.
Putra InnoCreative Competition l PICTL2018
PICTL 078
MFRS PEER DISCUSSION SESSIONS – UNDERSTANDING THE
BUSINESS
Siti Manisah Ngalim
Universiti Putra Malaysia
[email protected]
Abstract
Financial Accounting and Reporting II (ACT3114) is the first course in its series that discusses
the application of the Malaysian Financial Reporting Standards (MFRS), extensively. The first
batch in Semester 2 2016/2017 had many failures. Students were unable to internalise the
application of standards not because of the standards itself but particularly because some
business conditions and situations were new to them. With this in mind, the main objective of
this initiative introduced in Semester 2 2017/2018 is to assist students in understanding certain
business conditions before they were taught the accounting treatment based on the relevant
MFRS. It is also to encourage the sharing of information among students, which at the same
time, encourages communication, conversation and exchange of ideas among them.
Eventually, it aims at developing higher self-esteem as the discussion encourages students to
learn from each other. For this initiative, each student was assigned certain business
conditions or situations and share their findings in a discussion session scheduled throughout
the semester where he/she will be the discussant. They were free to use any tools to assist
them in presenting and sharing their findings. Eventhough the course is about understanding
and applying a list of accounting standards (MFRS), students were not required to even
mention the related standard. Other students were encouraged to participate by allowing them
to agree and disagree, to ask as much questions as possible and to share their own knowledge
about the subject discussed in order to ensure that everyone is at the same understanding
level. Lecturer acted as facilitator, who guided the discussion by highlighting the important
points in their discussion and asked relevant questions where important information neglected.
Lecturer then summarised the discussion and brought in the relevant standards (MFRS) to be
applied to the transactions related to the business situations and conditions discussed. For
this activity, students were fully aware that they were not assessed. The result; students were
happier in lectures, had higher self-esteem, more responsive to questions even outside the
discussion sessions, actively interacted with each other in lectures and hsd higher overall
results as compared to previous batch without the initiative.
Keywords: MFRS, student-centered learning, student discussant.
Putra InnoCreative Competition l PICTL2018
PICTL 079
MEASURING CRITICAL THINKING PROBLEM SOLVING SKILLS OF
ENGINEERING STUDENTS USING A COMPREHENSIVE
ASSESSMENT APPROACH
Marsyita Hanafi ,Syamsiah Mashohor
Department of Computer and Communication Systems Engineering,
Faculty of Engineering, Universiti Putra Malaysia
[email protected]
Abstract
A comprehensive assessment approach for measuring critical thinking problem solving
(CTPS) skills is proposed. The proposed approaches are meant to tackle the limitation of
current critical thinking skills assessment practice, which are evaluated only based on the
written report or during the written exams and the marks are given based on generic rubric,
which may be interpreted differently by different individual. The proposed approach consists
of few stages, namely student categorization based on CT level, oral, facilitation and report
assessments stage and lastly, CTPS total scoring. The student categorization stage is
performed to identify the critical thinking level of each student. The questions were designed
based on the CT levels provided by Centre of Academic Development (CADE), UPM and the
categorization was executed in the first week of the semester. Then, in the second stage, oral,
facilitation and report assessments are performed within 13 weeks of lecture. The oral and
facilitation assessments are conducted throughout the semester but the report writing
evaluation is measured at the end of the semester. Each assessment category produced a
score, which are then combined to produce a final score. The proposed approach was
conducted on 57 undergraduate students from second to final years that are studying at the
Department of Computer and Communication Systems Engineering, Faculty of Engineering,
UPM during Semester 1 and Semester 2, 2016/2017 from 10 courses. From the conducted
study, it is found that the oral approach is difficult to be conducted in large classroom due to
the time constraint and most of the students need some time to answer the given questions
correctly. However, the data obtained in the study can be used to propose an efficient and
reliable rubric for comprehensive CTPS assessment.
Keywords: Critical Thinking Skills, oral assessment, facilitation assessment, report
assessment.
Putra InnoCreative Competition l PICTL2018
PICTL 080
ENGAGE LEARNING: REALIZING OPTICAL ILLUSIONS THROUGH
MODEL CONSTRUCTION
Marsyita Hanafi, Syamsiah Mashohor
Department of Computer and Communication Systems Engineering, Faculty of Engineering,
Universiti Putra Malaysia
[email protected]
Abstract
Optical illusion is more appropriately known as visual illusion that creates a perception when
seeing things. Typically, perception is due to the arrangement of images, effect of colors,
impact of other variables that makes interesting illusion but difficult to be explained. It is
observed that teaching the topic through conventional learning method in an elective course,
namely ECC4402 Imaging Systems which is offered to final year students at Department of
Computer and Communication Systems Engineering results meaningless student learning
experience. Inspired by this problem, engage learning that is a student-driven approach which
gives students the ability to immerse themselves completely in their projects from design
conception to fabrication is proposed. Through engage learning, the aim of realizing optical
illusion by constructing model is achieved. Furthermore, the proposed engage learning
supports the objectives, namely to increase student attention and focus in understanding
optical illusion, motivates student to practice higher-level critical thinking skills for model
construction and promotes meaningful learning experiences. The outcomes of the engage
learning are measured through the assigned program and course outcomes. The result and
reflection from students showed that they have immersed completely in their projects. Besides,
the proposed models can be used for learning in future.
Keywords: Engage learning, optical illusion, model construction and immersive.
Putra InnoCreative Competition l PICTL2018
PICTL 081
A TRANSLATIONAL FROM LABORATORY TO FIELD LEARNING
FOR PLANT COURSE
Janna Ong Abdullah, Lai Kok Song and Noor Baity Saidi
Department of Cell and Molecular Biology, Faculty of Biotechnology and Biomolecular
Sciences, Universiti Putra Malaysia
[email protected]
Abstract
Teaching and learning can be executed in myriad ways. Experential learning is crucial in
translating lecture room and laboratory learning into real-life learning. All students are unique.
Each might require different stimulating educational environments to grow physically and
mentally for the realisation of his/her full potential. The two essential elements that are
conducive to teaching and learning are students having access to hands-on activities, and
have opportunities for curiosity to direct their learning. Such opportunities can come from real
time observation or actual practicing of skills in a work environment. Hence, this presentation
aimed to highlight the benefits of incorporating beyond “lecture room and laboratory” activities
to enhance students’ interest in study as a preparatory cue for better realisation of their future
career. Throughout the semester, students attended lectures and laboratory sessions to fulfill
the course requirements. In addition, the students were given the opportunity to visit
commercial laboratories or farms and participated in their activities. The students were
assessed based on tests, final examination, and in-class activities like quizzes, short
assignment, and laboratory reports plus hands-on experiments. At the end of the semester,
through such action-oriented learning activities, it is anticipated that students are more alert
and connected to the environmental, social and economic issues that surround their daily lives.
Their reflection analyses would serve as a testimonials and motivation to other students.
Keywords: experential, beyond lecture room, work environment.
Putra InnoCreative Competition l PICTL2018
PICTL 082
INTRODUCING STUDIOGOGY AS A NEW APPROACH FOR ACTIVE
LEARNING: A PROPOSAL FOR DESIGN BASED PEDAGOGY
Zairul Mohd, Azli Mohamad Jamil
Department of Architecture, Faculty of Design & Architecture, Universiti Putra Malaysia
[email protected]
Abstract
The active learning approach has become a popular term in higher education recently.
However, architectural education remains unchanged for the past 100 years. This chapter
introduce a new approach in design based pedagogy with ‘studiogogy’ approach that
combines both cybergogy and peeragogy in the teaching and learning. This innovation reports
the first attempt to introduce active learning through the S.O.L.E module that been conducted
in the University of Taylors and UiTM Shah Alam. This research examined two architectural
schools (University of Taylors and UiTM Shah Alam) on the Studio Oriented Learning
Environment (S.O.L.E) module, and reviewed how the selected case studies responds to the
new approach of S.O.L.E module in their studio teaching. This research examines the
feedback of (S.O.L.E) in the architectural studio teaching to facilitate studio syllabus to
formulate a new theory of studiogogy. This research illustrates the challenges incorporating
new approach into existing studio teaching. The results reveal 1) the readiness to change
among the educators is still low and 2) the students are more than ready to try a new approach
in their studio. In summary, this article identifies disparities in our architectural education and
ways to support studiogogy as a new pedagogy for future architectural education.
Putra InnoCreative Competition l PICTL2018
PICTL 083
TRAINING PHYSICAL ACTIVITY USING MOBILE AUGMENTED
REALITY EXERGAMING APPLICATION
Rahmita Wirza O.K. Rahmat, Norain Khasirah Saari, Che Nur Shafareen Afera
Che Anuar
Faculty of Computer Science and Information Technology, Universiti Putra Malaysia
[email protected]
Abstract
This invention is an Augmented Reality Exergames mobile application purposely for person
who has interest in doing cardiovascular exercises. The design of this application is suited for
people who want to burn their calories, improve metabolism and strengthen a heart and lung.
The invention used technique of markerless tracking on mobile Augmented Reality for
exergames. The invention serves objectives and propose to design and create Mobile
Augmented Reality (AR) Exergames application by transforming the VR box to AR box to
make user see the virtual avatar in a real world. To introduce a markerless Mobile Augmented
Reality (AR) Exergames application so that, the avatar acting as a virtual couch can move
around without relying on the marker and will not lost if a marker is outside the field of view of
the tracking. To develop this creation, prototyping model was chosen as a guideline to
complete the project and fulfill the stated objectives. This application also provide a different
type of cardiovascular exercises to the user with different BMI categories.
Keywords: Exergame, Augmented Reality, Cardiovascular exercises.
Putra InnoCreative Competition l PICTL2018
PICTL 084
DOCTOR TO PATIENT NOTES
Rahmita Wirza O.K. Rahmat1, Aiman Nadiah Abdul Malek1, Mohamad Arif
Muhammad Nor2
1Faculty of Computer Science and Information Technology, Universiti Putra Malaysia
2Jabatan Pembedahan Kardiotorasik, Hospital Serdang, Selangor
[email protected]
Abstract
This invention is an Augmented Reality Exergames mobile application purposely for person
who has interest in doing cardiovascular exercises. The design of this application is suited for
people who want to burn their calories, improve metabolism and strengthen a heart and lung.
The invention used technique of markerless tracking on mobile Augmented Reality for
exergames. The invention serves objectives and propose to design and create Mobile
Augmented Reality (AR) Exergames application by transforming the VR box to AR box to
make user see the virtual avatar in a real world. To introduce a markerless Mobile Augmented
Reality (AR) Exergames application so that, the avatar acting as a virtual couch can move
around without relying on the marker and will not lost if a marker is outside the field of view of
the tracking. To develop this creation, prototyping model was chosen as a guideline to
complete the project and fulfill the stated objectives. This application also provide a different
type of cardiovascular exercises to the user with different BMI categories.
Keywords: angiography, image filtering.
Putra InnoCreative Competition l PICTL2018
PICTL 085
IMMERSIVE LEARNING: DEVELOPING A ROLE-PLAYING GAME IN
TEACHING HISTORY SUBJECT
Mohd Mokhtar Muhamad
Faculty of Educational Studies, Universiti Putra Malaysia
[email protected]
Abstract
Digital game creation platforms provide a opportunities for users to create games (RPG)
without extensive programming language. Important elements in RPG are the characters and
its storyline.For this reason, such a platform is suitable to be applied in the teaching and
learning of subjects related to history. What students need to learn in history is not merely
memorization of historical events. The best way to learn history is by having immersive
experiences where students can imagine what it feels if they live and encounter these events
in history. The objective of this project is to create a RPG with characters and storylines that
can teach the history of Malaysia to school students. The game creation platform used is the
RPG Maker MV, developed by Kadokawa Corporation. By playing as a character in the history
of Malaysia, students are expected to have an immersive experience and imagine what does
it feel to encounter historical events themselves. Instead of memorizing historical events and
simply acquiring historical knowledge at the level of know-that, students are expected to know
historical events by playing a role and be a part of the historical events when they play a role
in the game.
Keywords: gamification, teaching history, role-playing game.
Putra InnoCreative Competition l PICTL2018
PICTL 086
EXISTENTIAL REFLECTION ON MEANINGFUL EDUCATION
Mohd Mokhtar Muhamad
Faculty of Educational Studies, Universiti Putra Malaysia
[email protected]
Abstract
Existential self-reflection can only occur in individual at certain age. This moment was
described by him as the first time an individual realized that he or she exists as a different
person than anyone else, which also the beginning of the sense of being responsible. This
project has its root in existentialism where individuals reflect on their self and try to really know
and understand their self. In this project, students are required to reflect on their past life and
explain one or more events that significantly changed the way they think and recognize,
acknowledge, and appreciate their current self. Three specific guidelines are required for the
students to start the assignment. First, students must use pen and paper only, when first
writing their reflection. They are only allowed to type their reflection after they have finished
writing it with pen and paper. This is because typing results in shallow cognitive processing.
Second, students need to choose a comfortable and peaceful place where they can sit down
and think without any distraction. This is because deep reflection requires the students to be
at a calm state of mind. Third, students should use their mother-tongue language when writing
it the first time with pen and paper because mother tongue is usually the language that is
closer to their heart. They can only translate their reflection when typing it for submission to
the lecturer. This is to prevent the mental act of translating from disturbing the flow of reflection.
Responses from the students indicated that this assigment helped them to reflect upon
meaningful educational experiences in the past and the educational aims that they want to
explore in the future.
Keywords: existentialism, meaningful education, reflection.
Putra InnoCreative Competition l PICTL2018
PICTL 087
TEACHING MEDICAL ETHICS AND PROFESSIONALISM USING
CASE VIGNETTE PUZZLE TO THIRD-YEAR MEDICAL STUDENTS
Puteri Syanaz Jahn Kassim, Fadhlina Zakaria, Rafidah Hod
Universiti Putra Malaysia
[email protected]
Abstract
Professionalism is a core competency of medical education. As the teaching of medical ethics
and professionalism is being integrated in the curriculum of many medical schools, there is an
increasing need for instructional materials that incorporates many aspects of medical ethics
and professionalism learning outcomes which are targeted to junior medical students. This fun
and innovative case vignette puzzle for third--‐year medical students centers on case
scenarios which described various attributes of medical ethics and professionalism for the
students need to solve. The learning activity was conducted in Tanjung Rhu Camp as the
venue of the outdoor camp for the third year medical students. The students were divided into
smaller groups (10 students) as part of an ‘explore race’, and they were instructed to solve a
medical ethics and professionalism quiz in one of the checkpoints. Ten case vignettes were
created to exemplify various ethical principles and professionalism themes, which are; integrity
and accountability, honesty, altruism, autonomy, beneficence, non-maleficence, justice,
plagiarism, confidentiality and professional competence. The students were required to match
these vignettes to the respective ethical principle and professionalism theme, facilitated by a
senior medical student. Following the activity, the students were assessed on their perceptions
of the design and implementation of the materials. Of 113 students who participated in the
activity, the majority rated the activity positively, indicating that the case vignettes puzzlequiz
has given them the opportunity to apply and relearn the topic on medical ethics and
professionalism. However, there were conflicting comments about the case vignettes puzzle.
The negative comments were mainly centred around personal difficulty in understanding some
of the scenarios. This case vignette puzzle is an innovative and fun way of learning on medical
ethics and professionalism and can be an effective way to introduce students to its
fundamental principles. A more simplified case scenarios can be used in different context of
medical education as a valuable teaching tool.
Keywords: Professionalism, Medical ethics, Teaching, Case Vignettes.
Putra InnoCreative Competition l PICTL2018