This study attempts to predict secondary school students' performance in English and Mathematics ... more This study attempts to predict secondary school students' performance in English and Mathematics subjects using data mining (DM) techniques. It aims to provide insights into predictors of students' performance in English and Mathematics, characteristics of students with different levels of performance, the most effective DM technique for students' performance prediction, and the relationship between these two subjects. The study employed the archival data of students who were 16 years old in 2019 and sat for the Malaysian Certificate of Examination (MCE) in 2021. The learning of English and Mathematics is a concern in many countries. Three main factors, namely students' past academic performance, demographics, and psychological attributes were scrutinized to identify their impact on the prediction. This study utilized the Orange software for the DM process. It employed Decision Tree (DT) rules to determine the characteristics of students with low, moderate, and high performance in English and Mathematics subjects. DT and Naïve Bayes (NB) techniques show the best predictive performance for English and Mathematics subjects, respectively. Such characteristics and predictions may cue appropriate interventions to improve students' performance in these subjects. This study revealed students' past academic performance as the most critical predictor, as well as a few demographics and psychological attributes. By examining top predictors derived using four different classifier types, this study found that students' past Mathematics performance predicts their MCE English performance and students' past English performance predicts their MCE Mathematics performance. This finding shows students' performances in both subjects are interrelated.
Usability testing plays an important role in system development. Conventionally, usability testin... more Usability testing plays an important role in system development. Conventionally, usability testing is often conducted with many individual participants. Cooperative usability testing, co-discovery, and remote usability testing are examples of usability testing techniques based on this individual approach. Recently, a group approach for usability testing, namely group usability testing was introduced. This approach involves several-to-many participants performing tasks simultaneously, with one to several testers observing and interacting with the participants. As such, group usability testing is able to produce a lot of useful data within a limited time. This paper discusses a modified version of a group usability testing and explains how it can be used to evaluate the usability of a non-immersive VR system. The proposed modified group approach aims to minimise the possibility of data loss during the usability evaluation process.
Virtual reality is predicted to be the most significant technological transformation in education... more Virtual reality is predicted to be the most significant technological transformation in educational media. It is a powerful tool that provides a far more stimulating learning environment and will have profound impact on the future shape of education. However, current immersive virtual reality systems are still of very high cost and hardly affordable within the educational sector. Moreover, some limitations in the immersive virtual reality technology are still observable. The recent development of desktop virtual reality, however, enables virtual reality to be accessible on low-cost computer platforms. This paper introduces this kind of virtual reality system. This system can provide a cost effective, but nevertheless stimulating educational tool. More' importantly, it will provide the opportunity for learning experiences that would not otherwise be available. Based on a study that has been carried out, this paper also addresses the various aspects of the technical dimensions of ...
International Journal of Emerging Technologies in Learning (iJET)
This systematic literature review aims to identify the recent research trend, most studied factor... more This systematic literature review aims to identify the recent research trend, most studied factors, and methods used to predict student academic performance from 2015 to 2021. The PRISMA framework guides the study. The study reviews 58 out of 219 research articles from Lens and Scopus databases. The findings indicate that the research focus of current studies revolves around identifying factors influencing student performance, data mining (DM) algorithms performance, and DM related to e-Learning systems. It also reveals that student academic records and demographics are primary aspects that affect student performance. The most used DM approach is classification and the Decision Tree classifier is the most employed DM algorithm.
Shared single display support the learning environment through multiple devices like mouse, keybo... more Shared single display support the learning environment through multiple devices like mouse, keyboard or mobile phone. To what extend it is useful for university learning? We had identified some challenges in using shared single display. This paper reports the challenges in using a shared single display for learning activity in university. From the challenges, we explored a shared virtual space and the finding is reported in this paper. It is interesting to claim that shared virtual space is more promising in term of learning activities and development. The shared virtual space is easy to manage. However, creating sustainable and collaborative, scalable learning virtual space is a challenge and worth to explore in future.
Virtual reality (VR) has been prevalently used as a tool to help students learn and to simulate s... more Virtual reality (VR) has been prevalently used as a tool to help students learn and to simulate situations that are too hazardous to practice in real life. The present study aims to explore the capability of VR to achieve these two purposes and demonstrate a novel application of the result, using VR to help school students learn about road safety skills, which are impractical to be carried out in real-life situations. This paper describes the system design of the VR-based learning environment known as Virtual Simulated Traffics for Road Safety Education (ViSTREET) and its various features. An overview of the technical procedures for its development is also included. Ultimately, this paper highlights the potential use of VR in addressing the learning problem concerning road safety education programme in Malaysia.
2007 International Conference on Intelligent and Advanced Systems, 2007
Data clustering is useful in solving many pattern recognition and decision support tasks. This wo... more Data clustering is useful in solving many pattern recognition and decision support tasks. This work has empirically demonstrated the effectiveness of a hybrid neural network model for density-based clustering. The cluster regions formed were then evaluated based on visualisation of clustering information on the map. The visual inspection of the map revealed the number of clusters as well as their spatial relationships. By analysing the clustering information in this way, the cluster (or density) structures of the data were obtained. In this paper, a case study of pen-based handwritten digits recognition was chosen to demonstrate how, in this by using the Interactive Evolutionary Computational (IEC), both the computer system and the user work together in the cluster analysis process and subsequently, shown that this approach is suitable for exploratory data analysis.
Currently available web page accessibility guidelines focus more on reading and writing, with ina... more Currently available web page accessibility guidelines focus more on reading and writing, with inadequate attention to other aspects of online learning such as computer-mediated communication. This study aims to explore the engagement of Malaysia secondary school students with dyslexia and students without dyslexia on various synchronous and asynchronous communication interaction technologies in an online collaborative learning environment. Multiple case within subject qualitative study was employed to investigate the engagement of students using a semi structured interview guideline. The findings revealed that (1) text chat is unsuitable for learning discussion for all learners, (2) forum affords self-paced and organized formal discussion for most learners and (3) video conferencing is suitable for interactive face-to-face, verbal discussion for most learners.
This study examines the effects of an online interactive multimedia system on the cognitive and a... more This study examines the effects of an online interactive multimedia system on the cognitive and affective learning of some issues related to road safety. It employed a quasi-experimental design with two experimental modes: multimedia learning and text-based learning. This study design enables both multimedia and text-based to be compared in order to determine the differences on the learning effects of these two learning modes. The pretest and posttest scores were analyzed using Mann-Whitney U Test to compare the variances between the multimedia and text-based groups and K-means cluster analysis was used to find out whether two distinct clusters exist to represent the two learning modes. Results show that for cognitive learning, positive gain scores are obtained for both the multimedia and text-based groups but there is no significant difference on the gain scores between these two groups. On the other hand, results of affective learning show significantly higher gain scores for stud...
This article elaborates on how the technical capabilities of virtual reality support the construc... more This article elaborates on how the technical capabilities of virtual reality support the construc-tivist learning principles. It introduces VRID, a model for instructional design and develop-ment that offers explicit guidance on how to produce an educational virtual environment. The define phase of VRID consists of three main tasks: forming a participatory team, analyzing the appropriateness of employing virtual reality technology to tackle a known learning problem, and performing a feasibility study. The design phase of VRID comprises the macro-strategy that provides guidance on the selection, sequencing, and organization of the subject-matter topics that are to be presented, and the micro-strategy that provides strategies for effective presentation of the learning contents. The development phase includes all the necessary tasks to implement the outcome of the design phase. Among the tasks for this development phase include determining the developmental platform, developing the var...
Many studies related to the use of virtual reality in education are focused on the cognitive aspe... more Many studies related to the use of virtual reality in education are focused on the cognitive aspects with little consideration given to the emotional domain. Thus, this study aims to identify the salient linkages between learners ’ emotions and design elements of a desktop virtual reality-based learning environment by employing Kansei Engineering concepts. A courseware related to the teaching of road safety skills to young learners was designed and developed to be used as a case for the study. Ten specimens of the courseware, which highlights different design elements, were presented to 90 students from three randomly selected secondary schools. They were required to rate their feelings towards the specimens using the provided checklist that consists of 30 words related to emotions. The gathered data were then analysed using Principal Component Analysis and Partial Least Squares analysis. The results revealed that the most influential design elements in inducing positive emotions ar...
Technological Developments in Education and Automation
To date, the educational benefits offered by the virtual reality (VR) technology are generally we... more To date, the educational benefits offered by the virtual reality (VR) technology are generally well accepted. Indeed, many efforts are underway to explore ways, both theoretically and practically, to produce effective virtual reality learning. Chen, Toh and Wan (2004), for instance, have proposed an instructional design model that prescribes instructional methods for guiding the design of VR based learning environments. Although this model serves as a feasible and useful template to guide the design of VR based learning environments, particularly learning environments that adopt the constructivist paradigm of instruction, there are still rooms to enhance its robustness. This paper describes how formative research method can be used to improve this instructional design model. Formative research, which is qualitative in nature, is a method that has been employed to develop as well as to improve design theories (or models). The paper also reports some preliminary findings of the study.
This study aims to investigate the effects of virtual reality (VR)-based learning environment on ... more This study aims to investigate the effects of virtual reality (VR)-based learning environment on learners of different spatial visualization abilities. The findings of the aptitude-bytreatment interaction study have shown that learners benefit most from the Guided VR mode, irrespective of their spatial visualization abilities. This indicates that the VR-based learning environment is able to serve as a promising medium to accommodate individual differences in terms of this aptitude.
This book offers a fresh perspective by proposing a framework for emotional considerations in ins... more This book offers a fresh perspective by proposing a framework for emotional considerations in instructional design particularly in the case of virtual reality (VR)-based learning environments. The theoretical foundation and practical considerations of the framework are discussed thoroughly. A VR-based learning environment related to the teaching of pedestrian safety skills to young learners is used as a case for the application of the proposed framework. The results of the experiment indicate the potential and feasibility of the approach in uncovering salient design elements of VR-based learning environments that can induce positive emotions among the learners. Instructional designers and researchers who want to investigate further on the emotional dimension when designing instructional materials would find this book useful.
This study attempts to predict secondary school students' performance in English and Mathematics ... more This study attempts to predict secondary school students' performance in English and Mathematics subjects using data mining (DM) techniques. It aims to provide insights into predictors of students' performance in English and Mathematics, characteristics of students with different levels of performance, the most effective DM technique for students' performance prediction, and the relationship between these two subjects. The study employed the archival data of students who were 16 years old in 2019 and sat for the Malaysian Certificate of Examination (MCE) in 2021. The learning of English and Mathematics is a concern in many countries. Three main factors, namely students' past academic performance, demographics, and psychological attributes were scrutinized to identify their impact on the prediction. This study utilized the Orange software for the DM process. It employed Decision Tree (DT) rules to determine the characteristics of students with low, moderate, and high performance in English and Mathematics subjects. DT and Naïve Bayes (NB) techniques show the best predictive performance for English and Mathematics subjects, respectively. Such characteristics and predictions may cue appropriate interventions to improve students' performance in these subjects. This study revealed students' past academic performance as the most critical predictor, as well as a few demographics and psychological attributes. By examining top predictors derived using four different classifier types, this study found that students' past Mathematics performance predicts their MCE English performance and students' past English performance predicts their MCE Mathematics performance. This finding shows students' performances in both subjects are interrelated.
Usability testing plays an important role in system development. Conventionally, usability testin... more Usability testing plays an important role in system development. Conventionally, usability testing is often conducted with many individual participants. Cooperative usability testing, co-discovery, and remote usability testing are examples of usability testing techniques based on this individual approach. Recently, a group approach for usability testing, namely group usability testing was introduced. This approach involves several-to-many participants performing tasks simultaneously, with one to several testers observing and interacting with the participants. As such, group usability testing is able to produce a lot of useful data within a limited time. This paper discusses a modified version of a group usability testing and explains how it can be used to evaluate the usability of a non-immersive VR system. The proposed modified group approach aims to minimise the possibility of data loss during the usability evaluation process.
Virtual reality is predicted to be the most significant technological transformation in education... more Virtual reality is predicted to be the most significant technological transformation in educational media. It is a powerful tool that provides a far more stimulating learning environment and will have profound impact on the future shape of education. However, current immersive virtual reality systems are still of very high cost and hardly affordable within the educational sector. Moreover, some limitations in the immersive virtual reality technology are still observable. The recent development of desktop virtual reality, however, enables virtual reality to be accessible on low-cost computer platforms. This paper introduces this kind of virtual reality system. This system can provide a cost effective, but nevertheless stimulating educational tool. More' importantly, it will provide the opportunity for learning experiences that would not otherwise be available. Based on a study that has been carried out, this paper also addresses the various aspects of the technical dimensions of ...
International Journal of Emerging Technologies in Learning (iJET)
This systematic literature review aims to identify the recent research trend, most studied factor... more This systematic literature review aims to identify the recent research trend, most studied factors, and methods used to predict student academic performance from 2015 to 2021. The PRISMA framework guides the study. The study reviews 58 out of 219 research articles from Lens and Scopus databases. The findings indicate that the research focus of current studies revolves around identifying factors influencing student performance, data mining (DM) algorithms performance, and DM related to e-Learning systems. It also reveals that student academic records and demographics are primary aspects that affect student performance. The most used DM approach is classification and the Decision Tree classifier is the most employed DM algorithm.
Shared single display support the learning environment through multiple devices like mouse, keybo... more Shared single display support the learning environment through multiple devices like mouse, keyboard or mobile phone. To what extend it is useful for university learning? We had identified some challenges in using shared single display. This paper reports the challenges in using a shared single display for learning activity in university. From the challenges, we explored a shared virtual space and the finding is reported in this paper. It is interesting to claim that shared virtual space is more promising in term of learning activities and development. The shared virtual space is easy to manage. However, creating sustainable and collaborative, scalable learning virtual space is a challenge and worth to explore in future.
Virtual reality (VR) has been prevalently used as a tool to help students learn and to simulate s... more Virtual reality (VR) has been prevalently used as a tool to help students learn and to simulate situations that are too hazardous to practice in real life. The present study aims to explore the capability of VR to achieve these two purposes and demonstrate a novel application of the result, using VR to help school students learn about road safety skills, which are impractical to be carried out in real-life situations. This paper describes the system design of the VR-based learning environment known as Virtual Simulated Traffics for Road Safety Education (ViSTREET) and its various features. An overview of the technical procedures for its development is also included. Ultimately, this paper highlights the potential use of VR in addressing the learning problem concerning road safety education programme in Malaysia.
2007 International Conference on Intelligent and Advanced Systems, 2007
Data clustering is useful in solving many pattern recognition and decision support tasks. This wo... more Data clustering is useful in solving many pattern recognition and decision support tasks. This work has empirically demonstrated the effectiveness of a hybrid neural network model for density-based clustering. The cluster regions formed were then evaluated based on visualisation of clustering information on the map. The visual inspection of the map revealed the number of clusters as well as their spatial relationships. By analysing the clustering information in this way, the cluster (or density) structures of the data were obtained. In this paper, a case study of pen-based handwritten digits recognition was chosen to demonstrate how, in this by using the Interactive Evolutionary Computational (IEC), both the computer system and the user work together in the cluster analysis process and subsequently, shown that this approach is suitable for exploratory data analysis.
Currently available web page accessibility guidelines focus more on reading and writing, with ina... more Currently available web page accessibility guidelines focus more on reading and writing, with inadequate attention to other aspects of online learning such as computer-mediated communication. This study aims to explore the engagement of Malaysia secondary school students with dyslexia and students without dyslexia on various synchronous and asynchronous communication interaction technologies in an online collaborative learning environment. Multiple case within subject qualitative study was employed to investigate the engagement of students using a semi structured interview guideline. The findings revealed that (1) text chat is unsuitable for learning discussion for all learners, (2) forum affords self-paced and organized formal discussion for most learners and (3) video conferencing is suitable for interactive face-to-face, verbal discussion for most learners.
This study examines the effects of an online interactive multimedia system on the cognitive and a... more This study examines the effects of an online interactive multimedia system on the cognitive and affective learning of some issues related to road safety. It employed a quasi-experimental design with two experimental modes: multimedia learning and text-based learning. This study design enables both multimedia and text-based to be compared in order to determine the differences on the learning effects of these two learning modes. The pretest and posttest scores were analyzed using Mann-Whitney U Test to compare the variances between the multimedia and text-based groups and K-means cluster analysis was used to find out whether two distinct clusters exist to represent the two learning modes. Results show that for cognitive learning, positive gain scores are obtained for both the multimedia and text-based groups but there is no significant difference on the gain scores between these two groups. On the other hand, results of affective learning show significantly higher gain scores for stud...
This article elaborates on how the technical capabilities of virtual reality support the construc... more This article elaborates on how the technical capabilities of virtual reality support the construc-tivist learning principles. It introduces VRID, a model for instructional design and develop-ment that offers explicit guidance on how to produce an educational virtual environment. The define phase of VRID consists of three main tasks: forming a participatory team, analyzing the appropriateness of employing virtual reality technology to tackle a known learning problem, and performing a feasibility study. The design phase of VRID comprises the macro-strategy that provides guidance on the selection, sequencing, and organization of the subject-matter topics that are to be presented, and the micro-strategy that provides strategies for effective presentation of the learning contents. The development phase includes all the necessary tasks to implement the outcome of the design phase. Among the tasks for this development phase include determining the developmental platform, developing the var...
Many studies related to the use of virtual reality in education are focused on the cognitive aspe... more Many studies related to the use of virtual reality in education are focused on the cognitive aspects with little consideration given to the emotional domain. Thus, this study aims to identify the salient linkages between learners ’ emotions and design elements of a desktop virtual reality-based learning environment by employing Kansei Engineering concepts. A courseware related to the teaching of road safety skills to young learners was designed and developed to be used as a case for the study. Ten specimens of the courseware, which highlights different design elements, were presented to 90 students from three randomly selected secondary schools. They were required to rate their feelings towards the specimens using the provided checklist that consists of 30 words related to emotions. The gathered data were then analysed using Principal Component Analysis and Partial Least Squares analysis. The results revealed that the most influential design elements in inducing positive emotions ar...
Technological Developments in Education and Automation
To date, the educational benefits offered by the virtual reality (VR) technology are generally we... more To date, the educational benefits offered by the virtual reality (VR) technology are generally well accepted. Indeed, many efforts are underway to explore ways, both theoretically and practically, to produce effective virtual reality learning. Chen, Toh and Wan (2004), for instance, have proposed an instructional design model that prescribes instructional methods for guiding the design of VR based learning environments. Although this model serves as a feasible and useful template to guide the design of VR based learning environments, particularly learning environments that adopt the constructivist paradigm of instruction, there are still rooms to enhance its robustness. This paper describes how formative research method can be used to improve this instructional design model. Formative research, which is qualitative in nature, is a method that has been employed to develop as well as to improve design theories (or models). The paper also reports some preliminary findings of the study.
This study aims to investigate the effects of virtual reality (VR)-based learning environment on ... more This study aims to investigate the effects of virtual reality (VR)-based learning environment on learners of different spatial visualization abilities. The findings of the aptitude-bytreatment interaction study have shown that learners benefit most from the Guided VR mode, irrespective of their spatial visualization abilities. This indicates that the VR-based learning environment is able to serve as a promising medium to accommodate individual differences in terms of this aptitude.
This book offers a fresh perspective by proposing a framework for emotional considerations in ins... more This book offers a fresh perspective by proposing a framework for emotional considerations in instructional design particularly in the case of virtual reality (VR)-based learning environments. The theoretical foundation and practical considerations of the framework are discussed thoroughly. A VR-based learning environment related to the teaching of pedestrian safety skills to young learners is used as a case for the application of the proposed framework. The results of the experiment indicate the potential and feasibility of the approach in uncovering salient design elements of VR-based learning environments that can induce positive emotions among the learners. Instructional designers and researchers who want to investigate further on the emotional dimension when designing instructional materials would find this book useful.
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Papers by Chwen Jen Chen