scholarly journals Exploring learners’ Acceptance and Attitude towards Mobile Assisted Language Learning (MALL)

2021 ◽  
Vol 6 (16) ◽  
pp. 49-54
Author(s):  
Tengku Nazatul Shima Tengku Paris ◽  
Nurma Abdul Manap ◽  
Hafiza Abas ◽  
Lo Mun Ling

Two main reasons contributing to the lack of mastery in English grammar by students are their apprehension towards the subject and their difficulty understanding tenses. To alleviate the fear and trigger learners' interest in learning grammar, an interactive digital board game was designed via MALL targeted at TESL students. This paper aims to explore these students' perceptions of the game. The game uses the Theory of Variation as a theoretical basis that acknowledges that discernment is a function of variation.  A questionnaire and interviews were administered to the students. The findings show that the game helps enhance grammar learning.   Keywords: Digital board game, Grammar, Mobile Assisted Language Learning, Variation theory eISSN: 2398-4287© 2021. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians/Africans/Arabians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v6i16.2734

2021 ◽  
Vol 6 (19) ◽  
Author(s):  
Tengku Nazatul Shima Tengku Paris ◽  
Nurma Abdul Manap ◽  
Hafiza Abas ◽  
Lo Mun Ling

This is a case study using an interactive digital game to teach grammar via Mobile Assisted Language Learning (MALL). The interactive game via MALL is aimed to ease TESL students' fear and trigger their interest in learning grammar. The game uses the Theory of Variation (Marton & Booth) to design the grammar exercises in the game. A survey questionnaire and a semi-structured interview were administered to gauge the students’ perceptions of using the game. The findings show that the game has somewhat improved students’ grammar knowledge. Keywords: Digital board game; Grammar; Mobile Assisted Language Learning; Variation theory eISSN 2514-7528 © 2021 The Authors. Published for AMER ABRA CE-Bs by E-International Publishing House, Ltd., UK. This is an open-access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer-review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians / Africans / Arabians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/jabs.v6i19.391


2020 ◽  
Vol 5 (15) ◽  
pp. 93-99
Author(s):  
Tengku Nazatul Shima Tengku Paris ◽  
Maimunah Abdul Kadir

Interactive games enhance learners’ engagement and motivation. Hence, to fulfill the needs of learners, an interactive digital game named Throw Back Time (TBT), governed by the Theory of Variation (ToV), was designed. The application of the theory will help learners to develop awareness of the critical aspect of grammar. To clarify how the elements in the Theory of Variation support the design of the questions in TBT, a content analysis was used. Thus, the study suggests how powerful ways of seeing can be developed by helping learners to focus on certain essential features of the subject matter to enhance learning. Keywords: Grammar; The Theory of Variation; Interactive; Digital learners eISSN: 2398-4287© 2020. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/ eISSN: 2398-4287© 2020. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v5i15.2512.


2020 ◽  
Vol 5 (15) ◽  
pp. 27-38
Author(s):  
Tengku Nazatul Shima Tengku Paris

The study is on the use of Throw Back Time (TBT), an interactive digital board game aimed at teaching grammar tenses and aspect. The game exclusively designed according to the Theory of Variation (Marton & Booth, 1997). Four patterns of variation including contrast, separation, generalization, and fusion were used. The study employed a qualitative content analysis in illuminating the principles of the Theory of Variation (ToV) in the design of the grammar exercises in the game. Hence, the study suggests that the elements in the (ToV) governing the tasks in the game delivers positive outcomes to help learners learning grammar.Keywords: Grammar; The Theory of Variation; Interactive; Digital learnerseISSN: 2514-7528 © 2020 The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia.DOI: https://doi.org/10.21834/jabs.v5i15.342


2019 ◽  
Vol 4 (12) ◽  
pp. 67
Author(s):  
Tengku Nazatul Shima Tengku Paris ◽  
Maimunah Abdul Kadir

The study is on the use of Throw Back Time (TBT), an interactive digital board game aimed at teaching grammar tenses and aspect. The game exclusively designed according to the Theory of Variation (Marton & Booth, 1997). Four patterns of variation including contrast, separation, generalization, and fusion were used. The study employed a qualitative content analysis in illuminating the principles of the Theory of Variation (ToV) in the design of the grammar exercises in the game. Hence, the study suggests that the elements in the (ToV) governing the tasks in the game delivers positive outcomes to help learners learning grammar.Keywords: Grammar; The Theory of Variation; Interactive; Digital learnerseISSN: 2398-4287 © 2019. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open-access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia.DOI: https://doi.org/10.21834/e-bpj.v4i12.1829


2021 ◽  
Vol 6 (SI6) ◽  
Author(s):  
Mairul Nisa Malek ◽  
Rahman Amin ◽  
Muhamad Khairi Shamsudin

This project seeks to identify the fundamental form of Islamic geometrical patterns found in the National Mosque. The internalization from the subject and visit helps to produce an installation sculpture. The sculpting process uses plywood as the primary material and is formed by using mathematical methods and woodworking as the approach. The work presents in installation as it potentially delivers a sense of sacredness towards the audience. Therefore, this study explores the chronology of artmaking inspired by the hidden form and its foundation in Islamic ornament and reviews how its complexity creates a sense of sacredness towards the atmosphere of human psychology. Keywords: Sensuousness Space, Islamic Geometrical Ornament, National Mosque, Installation eISSN: 2398-4287 © 2021. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., U.K. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v6iSI6.3042


2018 ◽  
Vol 3 (8) ◽  
pp. 47
Author(s):  
Muhamad Fairus Kamaruzaman ◽  
Mustafa Halabi Azahari

Intervention by using dynamic visual technology can be a persuasive nourishment mechanism in order to enrich the quality of life for individuals with Alzheimer's disease (AD). Interventions that contain reminiscence use the person's creativity and memoirs to implicate them in activities that may offer a variety of aids. Unfortunately, the design of this technology can be a byzantine procedure. The objective of this study is to determine the role of dynamic visual as a form to enhance reminiscence psychoanalysis therapy for the patient with AD. Emphasizing of the subject was done on individuals who suffered mild stage of AD. Keywords: Dynamic Visual, Alzheimer, Reminiscence, and Therapy eISSN 2514-7528 © 2018. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open-access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. https://doi.org/10.21834/jabs.v3i8.277 


2020 ◽  
Vol 5 (SI2) ◽  
pp. 11-16
Author(s):  
Nur Hidayatulshima Omar ◽  
Aini Andria Shirin Anuarudin ◽  
Misyana Susanti Husin @ Ma’mor ◽  
Kamisah Ariffin

The study attempts to map the linguistic landscape of Sentul, the new urban area of Kuala Lumpur. It aims to examine the preferred language of shop signs in the area. Data were collected primarily from visible shop signs and categorized through a sign coding scheme based on Sunwani’s (2005) model. The analysis indicates that the area preferred a mixture of English, BM, and Chinese for the shop signs. The findings show diverse factors govern the choice of language use on the shop signs attributed to identity, nature of business owners, and shop location.   Keywords: Linguistic Landscape; Shop sign; Multilingual; Language Learning.    eISSN: 2398-4287 © 2020. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia.   DOI: https://doi.org/10.21834/ebpj.v5iSI2.2333


2018 ◽  
Vol 4 (12) ◽  
pp. 1-15
Author(s):  
Khairul Fikri Khairudin ◽  
Nurul Hamiruddin Salleh ◽  
Srazali Aripin

Rumah Kutai in Perak is amongst the oldest surviving traditional Malay house and is gradually disappearing from the indigenous cultural landscape of Malaysia. The subject of the research is construction techniques of the traditional Malay houses which is emphasized on the indigenous house of Perak, Rumah Kutai. This research, basically exploring on how Rumah Kutai is being constructed from the beginning until the end. Also, to examine the construction techniques especially on the jointing system (tanggam) of several components in Rumah Kutai. The research aims to study the construction techniques of traditional Rumah Kutai. Keywords: Kutai; Traditional Malay house; Construction technique; Tanggam eISSN 2514-751X © 2019. The Authors. Published for AMER ABRAcE-Bs by e-International Publishing House, Ltd., UK. This is an open-access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) andcE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia.https://doi.org/10.21834/aje-bs.v4i12.335


2021 ◽  
Vol 6 (SI5) ◽  
Author(s):  
Rosliza Abdul Rahim ◽  
Mumtaz Mokhtar ◽  
Verly Veto Vermol ◽  
Rafeah Legino

Malaysian portrait paintings were introduced in the 1930s where local artists started using the subject in their art-making. In art, portraits are generally known as the likeness of a person, especially a face and shoulders, but in fact, there are more ways to define portrait and painting. There is a lack of understanding and interpretation on the subject. Consequently, this study aims to trace the chronology of the development of Malaysian portrait paintings. The stylistic and contextual issues, including its formalistic format, media, themes and styles, and artists, are also examined in this study using a mixed-mode of research method. Keywords: Portraits; Painting; Iconography eISSN: 2398-4287 © 2021. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v6iSI5.2936


2017 ◽  
Vol 2 (5) ◽  
pp. 135
Author(s):  
Ahmad Shahir Abdul Mutalib ◽  
Akehsan Haji Dahlan ◽  
Ajau Danis

This study explores the practice of financial interdependence among Malay older people who live in the community in Malaysia. Eleven Malay older people participated in this qualitative study by an in-depth interview. The data was analyzed using six stages of the interpretative phenomenological analysis. Two main themes emerged from the interview transcripts are issues regarding living expenses and financial assistance. Financial interdependence is one of the most effective ways for the Malay older people in the community in Malaysia to adapt their retired status, to achieve maximum life satisfaction and productivity thereby improving their overall quality of life.Keywords: Financial interdependence, Older people, Quality of life, Interpretative phenomenological analysisISSN: 2398-4287© 2017. The Authors. Published for AMER ABRA by e-International Publishing House, Ltd., UK. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia.


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