scholarly journals An Empirical Study of Visitors’ Experience at Kuching Orchid Garden with Mobile Guide Application

2018 ◽  
Vol 2018 ◽  
pp. 1-14 ◽  
Author(s):  
Mohd Kamal Othman ◽  
Khairul Izham Idris ◽  
Shaziti Aman ◽  
Prashanth Talwar

This empirical study was conducted to measure visitors’ experiences with a mobile guide application at Kuching Orchid Garden (KOG). A between-group experimental design with 114 participants was conducted to test three groups;(1)a group using the mobile guide application as an information aid,(2)a control group (with no information aid), and(3)a group using pamphlets to explore the KOG. The Museum Experience Scale (MES) was used to evaluate visitors’ experience for all participants, whilst the Multimedia Guide Scale (MMGS) was used to evaluate the visitors’ experience with the mobile guide group. The most notable result from the Museum Experience Scale (MES) showed an impact on the visitors in terms of knowledge and learning when using the mobile guide application. However, the study found that enhancing visitors experience goes beyond simply providing interactive technologies in public settings to aid with information delivery. A limitation was providing relevant information in a timely and seamless manner due to inaccuracies of mapping between physical and digital environments. Future works should consider beacons and other Bluetooth low energy (BLE) technology to address the issues with location based devices. It is also important to highlight that the use of one’s own device had a significant impact on learnability and control of the device, thus suggesting that the BYOD concept should be widely used in informal educational settings implementing mobile guide applications. The use of MES and MMGS informs future researches with an understanding of the different dimensions of visitors’ experiences with mobile guide technology in public spaces to inform mobile application development that may further boost visitors’ engagement, emotional connection, and meaningful experience.

2021 ◽  
Vol 29 (4) ◽  
Author(s):  
Nor Athirah Roslin ◽  
Nik Norasma Che’Ya ◽  
Nursyazyla Sulaiman ◽  
Lutfi Amir Nor Alahyadi ◽  
Mohd Razi Ismail

Weed infestation happens when there is intense competition between rice and weeds for light, nutrients and water. These conditions need to be monitored and controlled to lower the growth of weeds as they affected crops production. The characteristics of weeds and rice are challenging to differentiate macroscopically. However, information can be acquired using a spectral signature graph. Hence, this study emphasises using the spectral signature of weed species and rice in a rice field. The study aims to generate a spectral signature graph of weeds in rice fields and develop a mobile application for the spectral signature of weeds. Six weeds were identified in Ladang Merdeka using Fieldspec HandHeld 2 Spectroradiometer. All the spectral signatures were stored in a spectral database using Apps Master Builder, viewed using smartphones. The results from the spectral signature graph show that the jungle rice (Echinochloa spp.) has the highest near-infrared (NIR) reflectance. In contrast, the saromacca grass (Ischaemum rugosum) shows the lowest NIR reflectance. Then, the first derivative (FD) analysis was run to visualise the separation of each species, and the 710 nm to 750 nm region shows the highest separation. It shows that the weed species can be identified using spectral signature by FD analysis with accurate separation. The mobile application was developed to provide information about the weeds and control methods to the users. Users can access information regarding weeds and take action based on the recommendations of the mobile application.


Author(s):  
Y. Khanjari ◽  
R. Garooei

Aging is a stage of life that increases the risk of physical diseases, some of which are chronic and can affect different dimensions of life’s quality and the status of psychological factors in these patients. In addition to medical supports, it is essential to provide sport complexes in accordance with the physical and mental condition of these patients. The aim of this study was to evaluate the effect of a period of aquatic therapy exercise on the quality of life and depression in aged males suffering from chronic physical pains.In a semi-experimental study, 30 aged males who voluntarily referred to Niyayesh health center of Shiraz were selected. They were randomly divided in to two groups; experimental (n=15) and control (n=15). Subjects of aquatic therapy exercise were involved in an 8-week-activity in water; 3 sessions per week each lasting approximately 50 to 70 minutes. At the same time, the control group was only followed-up and was not engaged in any exercise during this period. The variables of the quality of life and depression among the patients were measured by standard questionnaires in the beginning and end of the eight-week-aquatic therapy exercise. Results of this study showed that aquatic therapy exercise can be used as an effective and helpful method to promote public health in aged males suffering from chronic physical pains because it leads to the improvement of multi-dimensional variables of quality of life and depression in the patients.


Author(s):  
Nor Azwany Yaacob ◽  
Muhamad Fadhil Mohamad Marzuki ◽  
Najib Majdi Yaacob ◽  
Shahrul Bariyah Ahmad ◽  
Muhammad Radzi Abu Hassan

BACKGROUND Background: Lack of knowledge and poor attitude is one of the barriers to colorectal cancer screening participation. Printed material such as pamphlets and posters were the main approach in health education on disease prevention. Current information technology advancement had seen an increasing trend of the public to read from websites and mobile app using their smartphone. Thus, health information dissemination should also be diverted to the current trend of information search. Increase in knowledge and awareness will hopefully increase the screening participation and prevent late detection of diseases such as colorectal cancer. OBJECTIVE This study aimed to assess the effectiveness of ColorApp mobile applications in improving the knowledge and attitude on colorectal cancer among user aged 50 years old and above who are the population at risk for the disease in Kedah. METHODS Methods: A quasi-experimental study has been conducted involving 100 participants in Kedah, Malaysia. Participants from five randomly selected community empowerment program in Kota Setar district was chosen as the intervention group while Kuala Muda district was chosen as the control group. Participants were given a self-administered validated questionnaire on knowledge and attitude towards colorectal cancer. A usable mobile application, the ColorApp (Colorectal Cancer Application) was developed as a new educational tool on colorectal cancer prevention. The intervention group were given 2 weeks to use the ColorApp. The same questionnaire was redistributed to both groups after two weeks. The mean percentage score for knowledge and attitude between groups were compared using Repeated Measure ANCOVA. RESULTS Result: There was no significant difference of age, sex, highest education level, current occupation, and diabetic status between the two groups. The number of smokers was significantly higher in intervention groups as compared to control group and it has been controlled during analysis. There was a significant difference in mean knowledge score between intervention and control group with regards to time [Huynh Feldt: F (1,95) = 19.81; p < 0.001]. However, there was no significant difference in mean attitude score between intervention and control group with regards to time [F (1,95) = 0.36, p = 0.550]. CONCLUSIONS Conclusion: The mobile application can be one of the adjunct approaches in educating the public on colorectal cancer.


2019 ◽  
Vol 14 (3) ◽  
pp. 150-152
Author(s):  
Robin E. Miller

A Review of: Kaneko, K., Saito, Y., Nohara, Y., Kudo, E., & Yamada, M. (2018). Does physical activity enhance learning performance? Learning effectiveness of game-based experiential learning for university library instruction. Journal of Academic Librarianship, 44(5), 569-581. https://doi.org/10.1016/j.acalib.2018.06.002 Abstract Objective – To understand the impact of a mobile application game for library knowledge acquisition, task performance, and the process of learning. Design – The main experiment included a pretest, learning experience, post-test, and a questionnaire. One month later, a post-experiment was conducted, including a test of “declarative knowledge” and a behavioural test. Setting – Kyushu University in Fukuoka, Japan Subjects – 36 first-year undergraduate students, of which 25 were female and 11 were male. Students were divided into experimental and control groups. 32 students completed the study. Methods – In the main experiment, students responded to the same 20 question pre-test on library use, and then both groups participated in learning experiences designed to convey knowledge about using the library. The control group’s learning setting was a web-based tutorial about the library. The experimental group’s learning setting was “Library Adventures: Unveil the Hidden Mysteries!” a “game-based learning environment” developed by the researchers (Kaneko, Saito, Nohara, Kudo, & Yamada, 2015, p. 404), which required students to complete activities by physically moving through the library. For both groups, learning content related to local library procedures, like hours, arrangement of collections, and methods for locating books and articles. The game collected data that the authors analyzed using statistical methods in an attempt to validate quizzes that were embedded in the game. After finishing the learning experience, all students completed the 20-question post-test, and then responded to the Instructional Materials Motivation Survey (IMMS), a questionnaire designed to gauge learning motivation using the Attention, Relevance, Confidence, and Satisfaction (ARCS) model. One month following the main experiment, all students took a test of declarative knowledge and completed a skills test. Main Results – Experimental and control group students gained about the same level of declarative knowledge. All students lost some knowledge in the one-month gap between the main and post-experiment. Students who had learned through Library Adventure were able to borrow a journal and locate a newspaper article more effectively than the control group. In contrast, tutorial users made study room reservations more quickly than the experimental group. More significantly, the IMMS instrument demonstrated that game-based learners scored higher in attention, relevance, and satisfaction than tutorial-based learners. Experimental and control group participants demonstrated the same level of confidence. Conclusion – While inconclusive about the effectiveness of games versus tutorials for acquisition and retention of knowledge, the authors concluded that game-based instructional content may foster greater learner engagement, aiding some students in understanding how to use the library in a manner superior to web-based tutorials. Librarians and instructional designers developing game-based learning experiences for novice library users may find this research informative.


2020 ◽  
Vol 8 (1) ◽  
pp. 18-24
Author(s):  
Musfiatul Nur Laila ◽  
Dian Luthfita Prasetya Muninggar ◽  
Mohammad Jaelani

Background : Uncontrolled diabetes could lead to serious complication. Diabetes therapy consists of four pillars where nutrition education is very important in managing the disease.Objective : To analyze the effect of nutrition education (Diabetes’ four pillars management) through android mobile application on the knowledge of Diabetes’ four pillars management in patients with DMT2.Method : A quasi experiment research with a pretest posttest control group design. Twenty-six participants were selected by simple random sampling method. Data were collected based on identity and knowledge which were done by interviewing with questionnaires. Changes on knowledge levels were determined by Mann Whitney test.Result : There were significant changes on knowledges related to diabetes (p=0.034), medical nutrition therapy (p=0.008) and physical exercise (0.014) between intervention and control groups, and there was an increase in pharmacological therapy knowledge but we did not observe any significant differences between intervention and control group (p=0.976).Conclusion : Nutrition education (Diabetes’ four pillars management) through android mobile application can increase knowledge of diabetes, medical nutrition therapy and physical exercise.


2021 ◽  
Author(s):  
Abdulaziz Mansoor Al Raimi ◽  
Mei Chan Chong ◽  
Li Yoong Tang ◽  
Yan Piaw Chua ◽  
Latifa Yahya Al Ajeel

Abstract BACKGROUND: Bronchial asthma among children is a common chronic disease which may have impact on quality of life. Health education is one of the strategy to improve knowledge and quality of life.OBJECTIVE: The study aims to assess the effect of health education via mobile application (app) in promoting quality of life among schoolchildren with asthma in urban Malaysia during the COVID-19 era. METHODS: A quasi-experimental, pre- and post-intervention design was used in this study involving a total of 214 students, randomly assigned into two groups (intervention group and control group). The control group received face-to-face health education while the experimental group received health education via a mobile application.RESULTS: The findings showed that the total score of quality of life (QoL) has improved from a mean total score at pre-intervention (5.31±1.27) to post-intervention (5.66±1.28) for the control group, compared with the experimental group with a mean total score of QoL at pre-intervention (5.01±1.36) and post-intervention (5.85±1.29). A comparison between the experimental and control groups using an independent t-test showed statistically significant differences in their mean QoL scores. The effect of health education via mobile application showed a statistically significant improvement in the mean QoL score from pre- to post-intervention [F (1,288) = 57.46, p = <0.01].CONCLUSION: The use of mobile technology in health education improved QoL as compared to the traditional methods of face-to-face lecture and/or handbooks among schoolchildren with asthma. Thus, educational modules using mobile applications do improve QoL.


2021 ◽  
Author(s):  
Abdulaziz Mansoor Al Raimi ◽  
Mei Chan Chong ◽  
Li Yoong Tang ◽  
Yan Piaw Chua ◽  
Latifa Yahya Al Ajeel

Abstract BACKGROUND: Bronchial asthma among children is a common chronic disease which may have impact on quality of life. Health education is one of the strategy to improve knowledge and quality of life.OBJECTIVE: The study aims to assess the effect of health education via mobile application (app) in promoting quality of life among schoolchildren with asthma in urban Malaysia.METHODS: A quasi-experimental, pre- and post-intervention design was used in this study during the period September 2016 until April 2017 involving a total of 214 students, randomly assigned into two groups (intervention group and control group). The control group received face-to-face health education while the experimental group received health education via a mobile application.RESULTS: The findings showed that the total score of quality of life (QoL) has improved from a mean total score at pre-intervention (5.31±1.27) to post-intervention (5.66±1.28) for the control group, compared with the experimental group with a mean total score of QoL at pre-intervention (5.01±1.36) and post-intervention (5.85±1.29). A comparison between the experimental and control groups using an independent t-test showed statistically significant differences in their mean QoL scores. The effect of health education via mobile application showed a statistically significant improvement in the mean QoL score from pre- to post-intervention [F (1,288) = 57.46, p = <0.01].CONCLUSION: The use of mobile technology in health education improved QoL as compared to the traditional methods of face-to-face lecture and/or handbooks among schoolchildren with asthma. Thus, educational modules using mobile applications do improve QoL.


This paper discusses the ideas and process of developing a mobile locator application for Vulcanizing Shops in Siargao Island with Global Positioning System (GPS) and Google Map Application Programming Interface (API). This mobile application is an innovation tool to show the location, availability and services of the vehicle services shops available in the island to ease the hassle of the tourists with vehicle errors. It also provides shortest possible route method that includes relevant information about the services of the shops. The study adopts the Rapid Application Development model and used ISO 9126 to evaluate the application in terms of usability (4.37), functionality (4.13) and Maintainability (4.20). Therefore, the application is certain to provide a significant support to the local and foreign tourists; therefore, providing an accurate and hassle time-free locating a vulcanizing shops.


2020 ◽  
Vol 3 (5) ◽  
pp. 549-559
Author(s):  
Ausanti Usman ◽  
Rasipin Rasipin ◽  
Sutopo Patriajati

Breastfeeding is proven to have long-term health benefits for both mothers and infants. The advancement of mobile technology is very useful in promoting health that can change health behaviors. The success of breast milk is not separated from the methods and media used. The study aimed to develop MIB-Model and to examine the effect of MIB-Model on behavior and self-efficacy of breastfeeding among mothers in providing breast milk. The application development method with the software development Live cycle (SDLC) with the waterfall model. The test model is conducted with Quasi-experiment with pre-test, post-test, and control group design. The number of respondents in this study amounted to 40 0rang, 20 for the experimental group, and 20 for the control group. MIB-Model proved its worth having performed with the ISO 9126 standard and can improve knowledge, attitudes, actions, and the baby's weight to the P-value <0.05. In unpaired data analysis, self-efficacy with P-value> 0.05 showed no differences between the intervention and control, support, and experience of being part of self-efficacy formation. MIB-Model is feasible to be utilized and improved primiparous breastfeeding mothers' behavior and the baby's weight and does not increase the self-efficacy mother


2020 ◽  
Vol 92 (1) ◽  
pp. 49-55
Author(s):  
M V Ionov ◽  
O V Zhukova ◽  
N E Zvartau ◽  
D I Kurapeev ◽  
Yu S Yudina ◽  
...  

The aim of the study was to investigate the mathematical correlation of the clinical efficacy of blood pressure telemonitoring and distant counseling (BPTM) in patients in uncontrolled hypertension (HTN). Telehealth tools are widely used in HTN management. However clinical efficacy of such interventions assessed mainly in groups investigated without its populational and attributable impact. Materials and methods. The total of 240 patients were included, then randomized in 2:1 manner to BPTM group (n=160, median age 47 y.o.) and control group (n=80, median age 49 y.o). The user - friendly and secure telehealth software was provided with mobile application (patients) and desktop (doctors) platforms which allowed storage and analysis of self-BP monitoring data and remote consultations. A three - month surveillance was designed with mandatory baseline and final face - to - face visits with the assessment of office systolic BP (oSBP). Mathematical evaluation was based on target SBP rates achieved in comparator groups and included the absolute efficacies (AE), the attributable efficacy (AtE), the relative efficacy (RE) and the population attributable efficacy (PAtE). Results. BPTM group characterized by larger decrease in SBP level compared with controls (-16.8±2.9 mm Hg versus -7.9±3.9 mm Hg; p


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