You are on page 1of 17

ANDY YEE WEE CHIEH

820223135513
Hadiah Latihan Persekutuan (HLP)
LDM1200 STEM - LDM1224 TEKNOLOGI
Malaysia
STUDY PROPOSAL

(MASTER BY COURSEWORK)

FOR SCHOLARSHIP APPLICATION UNDER

HADIAH LATIHAN PERSEKUTUAN (HLP)


SESI 2023

NAME
ANDY YEE WEE CHIEH

IDENTIFICATION NUMBER
820223-13-5513

PROPOSED RESEARCH TITLE


“TAKING ADVANTAGE OF CHILD INTEREST IN GADGET INTO
KNOWLEDGE INPUT”

PREFERED INSTITUTION
No University / Institution Course / Program Total Credit
Hour
1 Universiti Malaysia Sarawak Master in Computer Science 40
2 Universiti Kebangsaan Master in Computer Science 40
Malaysia (Software Technology)
3 Universiti Putra Malaysia Master in Computer Science 40

0
ANDY YEE WEE CHIEH
820223135513
Hadiah Latihan Persekutuan (HLP)
LDM1200 STEM - LDM1224 TEKNOLOGI
Malaysia

1. INTRODUCTION
Adults love gadgets and so do kids. Gadgets can give us a lot of information and
convenience. In this new era especially post covid era, knowledge input is not based on
teaching and learning in schools, but it could be everywhere. Kids were unable to attend
school physically during the covid time meanwhile teachers are struggling to do online
learning. This is the time where the pattern of learning needs to be changes. The blending of
physical attending of school and online learning will be the solution of the future. Turning the
old fashion way of textbooks into gadget application will ease the burden of kids bringing
textbooks to school. Turning the manual exercise book into interactive exercise will increase
student participation in learning. We cannot deny technology has taken place in educating
kids now a days. Even kids as young as 2 years old can follow what they learn on television.
Studies say the brain is easier to perceive if there is a visual aid together hearing aid. But why
do we need to be interactive. Interactive in this context means a two ways communication. It
will reduce boringness and make learning much more fun. Turning knowledge into an
interactive way such as games will attract kids to learn indirectly. This is where come
multimedia. With the advance technology to support multimedia like 5G and high-speed
internet, it is not possible to have content rich multimedia and interactive multimedia to help
in teaching and learning.

1.1 SCOPE OF STUDY


This proposal is regarding on a research on two major part which are the gadget usage
among children in daily life and the application experience feedback. This research will
limited to cover only primary school and secondary school children from Kuching area. This
research is very important to determine the usage of gadget pattern among children and thus
this can help the implementation of online learning in the future. Beside that, this research
also include application experience by the children which can help to make sure future
application development meet the current situation demand and the interest of children. It is
important to capture the interest of the children to keep them attracted to the application and
will continue to use it by knowing their application experience feedback. This research is
limited to urban area children as for application experience might related to interactive
application which need strong internet service to get application run well. This information

1
ANDY YEE WEE CHIEH
820223135513
Hadiah Latihan Persekutuan (HLP)
LDM1200 STEM - LDM1224 TEKNOLOGI
Malaysia
will be used as a guidance in development of application that will be useful in teaching and
learning.

1.2 PROBLEM STATEMENT

1.2.1 Less attractive and interactive gadget application


Now a days there is a lot of application has been developed which can be access or
purchase from the Apple App Store and even Google Play Store in our gadget. Even
there were educational apps that can enhance teaching and learning but it does not
attract children to use it. This is because the application itself is less attractive and
interactive. This means application itself unable to attract the children from keeping
them repeatly use them. In view of top listed application been downloaded in Malaysia,
none of the top downloaded application were educational application from Google Play
Store or Apple App Store.

1.2.2 Not many local develop educational application


Most of the application that available in the market today are not develop locally.
Thus this might be not suitable for the locally use in teaching and learning. There a
need for local developer to develop application which follow the need of Malaysia
education system today. Most important the application must meet the standard of
curiculum that can be used in Malaysia education system today. For example Quizizz
which were founded by Ankit and Deepak in 2015 in India. This application yeild a
lot of downloader user but this application has mixture of content from around the
world. This lead to the need to filter for suitable content before it can be shared to the
school children for the use in Malaysia education system. Example of application
developed locally is Belajar ABC Nombor dan Warna by Syumul Studio.

1.2.3 Application that require a higher specification of hardware


Due to the nature of attractive and interactive application, higher hardware
requirement is needed to get the application run. This might become a burden for
family that has lower income to purchase a better device for their children to access
to this application. There is a need to keep the application as simple as possible but

2
ANDY YEE WEE CHIEH
820223135513
Hadiah Latihan Persekutuan (HLP)
LDM1200 STEM - LDM1224 TEKNOLOGI
Malaysia
to keep it attractive and interactive. Most important part is that the application can be
used on a lower specification gadget.

1.2.4 Storage and accessiblity


Application need storage especially those that need to keep user input such as online
exercises. In the view of large volume of user that need to access the application and
storage at the same time, this might burden the storage system and also the server.
There are many application that been develop incapable to handle such a large
volume of access at the same time that lead to application error and fail to load. There
is a need to study on how to minimize this kind of problem so that user will not feel
frastuated to use the application.

1.2.5 Commercial application


Most application were developed with the mindset of profiting from it. Thus this were
called commercial application. Even there were free to download educational
application that can be used, usually this application came with advertisement which
can be annoying and is not suitable for education purpose. Random advertisement
may appear while using the application which the content of advertisement might not
suitable for children.

1.3 OBJECTIVE
In line with technology now a days with the high volume of gadget usage such as mobile
phone usage, it is important to capture this as an advantages. It is important to develop more
educational material that easily can be store in gadget like mobile phone to ease access to it.
Beside that, gadget now is so powerful and easy to be bring around make everyone do own at
least one of it. Not to spare children, they do too own gadget like mobile phone either it was
unused phone by their parent or a new gadget bought for them by their parent. Gadget is belief
can help them in their studies because information can be easily found by just typing into the
search engine like Google.
By persuing this master in computer science, with the new knowledge of new technology
and programming skill, this skill can be used to develop more educational application that can
be store easily in an phone or any gadget for the schooling generation to have an access to it.

3
ANDY YEE WEE CHIEH
820223135513
Hadiah Latihan Persekutuan (HLP)
LDM1200 STEM - LDM1224 TEKNOLOGI
Malaysia
Education can be everywhere, children can learn everywhere. Most important, the application
that will be developed will attract children to use it. Beside that application that will be develop
will taken care of the usability of the application itself and also to minimize the hardware
requirement needed for this software. This is important so that even those not afford to get a
very high end or medium range gadget still able to use the application. Application should
focus more towards the intention of the software itself which is for education purpose.
Beside developing new software, knowledge gain from pursing master in computer
science can be shared among other teacher so everyone has the ability to make a simple
application like powerpoint or any short video that can be used to enhance teaching and
learning process. In the new era of technology, we need to diversify the way of teaching and
learning. Since children love gadget so much and have a high interest in gadget why not use
this weakness as a tools to get advantages out of it.

1.4 CONCEPTUAL FRAMEWORK


Picture 1 shows the conceptual framework that will be used in this research. This research
will focus into two key element that will be the respondent gadget usage pattern and user
application experience. Demographic factor also will be included in this research. Respondent
information such as sex and age is consider as moderating variable and from this information,
it can determine whether there is any difference in gadget usage pattern from different sex and
age categories.

Picture 1: Conceptual framework

4
ANDY YEE WEE CHIEH
820223135513
Hadiah Latihan Persekutuan (HLP)
LDM1200 STEM - LDM1224 TEKNOLOGI
Malaysia
In respondent gadget usage, few categories of data will be studied. This include type of
gadget used, gadget owner, screen time which include when and where they use the gadget,
and the purpose of gadget used. This is very crucial data because it will tell us how many
household in Kuching can afford to buy gadget or to buy extra gadget for their children. Beside
that, type of gadget used is another important variable to be studied. This data will give us
information on what type of gadget they own and how many device are ready for the children
to study at home. Not everyone afford to get a high specification gadget or extra unit of gadget
for their children. Beside that, application usage experience also an important element to be
studied. This is based on feedback from the application end user itself.

1.5 IMPACT

1.5.1 More learning option


School children has more option in their learning process. They can easily
download application on the mobile device and can start learning process by
using the application itself. In near future, school children can use the
application anywhere and anytime.

1.5.2 Readiness for online learning


It is known that from the Covid-19 crisis, most Malaysians are grounded at
home during the lockdown. Teacher are struggling to do online learning by
creating a lot of online materials because of lacking in teaching material online.
With this research, it can tell us the data regarding the readiness of the school
children in online learning. Data such as whether the school childrens own a
device by themselves, type of device owned by them, limitation of device
usage can be used by the ministry of education to find out whether the country
is ready for online classes.

1.5.3 More attractive user friendly application


By determine what type of user interface that will attract children to use it
frequently, application developer can create a more attractive application that
will keep children using it. Beside that application must be more user friendly

5
ANDY YEE WEE CHIEH
820223135513
Hadiah Latihan Persekutuan (HLP)
LDM1200 STEM - LDM1224 TEKNOLOGI
Malaysia
in term of navigation. This mean its easier to search around, content easier to
find and most important is that it does not require a high specification device
to install.

1.5.4 Interactive application


There is a need for interactive application where application itself can deal with
the student itself. For an example, a student has a question to ask regarding on
the lesson that he or she learn from the application. The application itself
capable to answer the question directly. With the help of artificial intellegence
this can help to develop system to create a two way communication between
the application and the user. Interactive application will attract more user to
use it.

1.5.5 Ease the school children burden.


Unlike books in hardcopy which usually heavy. Application is capable to store
books in digital format to ease the student to carry around without the burden
of carry heavy book. Beside that, books can be store in application which the
student has an easy access to it anywhere. This mean school children only need
to carry one device for his or her learning lesson.

2. LITERITURE REVIEW

2.1 INTRODUCTION
Previous studies that had been done by researcher from Malaysia and other countries has
been studied. The study looks through the pattern of gadget usage among children and what
are the factor that leads to this pattern. This is the main concern as this data will give
information whether learning using gadget will be a successful idea in the near future or not.
The topic that previous studies was done that will be looked through are as follow:
(a) Screen time among children in Selangor.
(b) Screen time for preschool children in Indonesia.
(c) Born with the existing of gadget era .
(d) Gadget make daily life easier.

6
ANDY YEE WEE CHIEH
820223135513
Hadiah Latihan Persekutuan (HLP)
LDM1200 STEM - LDM1224 TEKNOLOGI
Malaysia
(e) Covid-19 lockdown effect.
(f) Children become the technology target.

2.2 PREVIOUS RESEARCH

2.2.1 Screen time among children in Selangor


Screen time is refering to gadget usage. Malaysia Dietary Guideline for Children and
Adolescents in 2013 recommends two hours of screen time for children like watching
television, playing video games and using the computer or surfing the intenet.
Meanwhile World Health Organization (WHO) recommends no screen time for
children below 2 years old and screen time not more than 1 hour a day for children age
2 to below 5. A survey has been done in Petaling Jaya, Selangor by Diana R., et al. in
2022. Diana R., et al. (2022) stated that children below 5 years old has excerssive
amount of gadget screening. Diana R., et al. (2022) in her study shows 91.4% children
below 5 has an average of 3 hours of screen time per day which 66% of them watch
television, 30% of them use handheld devices and 4% of them are using computer. This
data has shown that children are expose excessively to gadget even before they reach
the school age.

2.2.2 Screen time for preschool children in Indonesia.


Ministry of Education in Indonesia has enacted study from home during the covid-19
case surge in Indonesia for all school children. This also involve pre school children as
young from age of 2 to 6 years old. A survey was done by Indri H. et al. (2021) to
examine the duration and the impact of digital media used by preschool children in
urban area of Indonesia. Indri H. et al. (2021) indicated that preschool children spent
more than an hour a day in gadget. 91.6% of them use mobile phones as their digital
media, followed by 86.1% use television and 61% use computer. Indri H. et al. (2021)
says that 61.5% parents in their research allow their children for gadget screen time to
improve their children knowledge and skills, meanwhile 55.7% of parents in their
research did that for their children entertainment and lastly 34.4% of parents in their
research did that for communication purpose. This data shown that a high number of
mobile phone usage as gadget if compare to computer now a days and parents do

7
ANDY YEE WEE CHIEH
820223135513
Hadiah Latihan Persekutuan (HLP)
LDM1200 STEM - LDM1224 TEKNOLOGI
Malaysia
support the gadget usage for knowledge and skill enhancement for their children in
Indonesia.

2.2.3 Born with the existing of gadget era


Technology is inevitable where it become a very useable tool for education, health
sector and even businesses. Technology has proven to help to ease everyday task. The
new generation of children called the generation Z are born in this digital world and
they are the one who are tech savvy and willing to explore to new application (Zarina
M. et al., 2022). They are believe not able to stand a day without gadget in their hand
and gadget has become an issential item to them (Zarina M. et al., 2022). Meanwhile
the generation Alpha which are those born to this world and technology are already in
place with their life has the potential to occupied to a gadget (Zarina M. et al., 2022).

2.2.4 Gadget make daily life easier


In our society today, it is understandable that many text content out there can be
transfered into online media with the help of Internet such as ebook, blog and social
media (Maznida M. et al., 2019). Everyone can easily access to what ever media that
suit their interest, cheap and fast without the burden of carrying thick, heavy hardcopy
book every where (Maznida M. et al., 2019). This shows that technology today helps
human to ease their daily life. Even without bringing books around, people today do
not have the difficulties to read book. This applied to children as well where they can
easily access information from books with the click on their gadget.

2.2.5 Covid-19 lockdown effect


If last time, society see gadget as a tools for communication and information speader,
but now gadget is a powerful tools where almost everything in our world need it so
much with the evolution of internet and also the fast growing online application (Nor
Azma, 2021). In the recent Covid-19 situation, it can be seen that more usage of gadget
involve in our society. Student too use gadget as their primary device to study where
they cannot attend school or university physically. This is in line with the ministry of
education PDPR programme. With this, gadget has become the need for a student as a
study tools and this give them a chance to explore various application and information

8
ANDY YEE WEE CHIEH
820223135513
Hadiah Latihan Persekutuan (HLP)
LDM1200 STEM - LDM1224 TEKNOLOGI
Malaysia
from the Internet (Nor Azma, 2021). The impact of home quarantine (PKP) has change
the way student study and the usefulness of gadget at that time cannot be denied (Nor
Azma, 2021). They experience the new norm of study by using technology (Nor Azma,
2021). Consultant Psychiatric Expert, Prof. Muhammad Najib Muhammad Alwi from
MSU Medical Center says that the usage of mobile phone is now a necessity for school
children and it is not a symbol for luxury although not every person can afford it.

2.2.6 Children become the technology target


Earlier finding resulted that children as younger than 2 years old able to handle gadget
were they can learn and play using mobile devices or multitouch displays (Cohen et al.,
2011). Young children explore and learn mobile device in the way natural to them
which is by touch, repeat, trail and error (Cohen et al., 2011). The reason is the way
gadget are design is such a way so that even a very young user can use them (Papadakis
et al., 2017). Touchscreen technology offers interactive experience in line with child
natural constructivist learning (Stamatios et al., 2017). Application developer make
learning environment for learning and instruction in early childhood exciting and
effective (Stamatios et al., 2017). Educational application is increasing develop by
developer and their target are children. (Stamatios et al., 2017)

2.3 CONCLUSION
From the previous research study, its shows that mobile gadget has been used as a primary
device for what so ever purpose beside than television. It also indicate that lesser children use
laptop or computer in their daily life now a days. Gadget such as mobile phone has the capibility
to replace computer for the almost the same purpose as the purpose computer was created. This
newer generation were born in the existing of gadget and they have no problem at all in
maneuvering through the gadget screen such as mobile phone. Researcher also shows that
gadget has made everyone life easier in many aspect. Beside that researcher also shows that
application developer start to targeting school children by developing more interesting learning
environment to them. To conclude, it is the right time to plan for the near future development
of application for the learning process.

9
ANDY YEE WEE CHIEH
820223135513
Hadiah Latihan Persekutuan (HLP)
LDM1200 STEM - LDM1224 TEKNOLOGI
Malaysia
3. METHODOLOGY
According to “Hornby” (1985), methodology is a method used to perform a research towards
a specific research subject. Thus this part will be discussing on the type of research, research
sample, research instrument and procedure to analyze data to answer the research question that
has been set earlier. Research methodology is a way and method to shape, collect and analyze
data to create a proof to support the research. Methodology describe how a problem been
studied and why certain method and technique are been used. The purpose of methodolgy is to
help to understand more broadly and in more details about the application of the method by
making a description of the research process.

3.1 TYPE OF RESEARCH


Type of research that will be used is descriptive research. In this descriptve research,
information describing the phenomena of gadget usage among children such as what type of
gadget they use, owner of the gadget they using, gadget screen time which include when they
will use it and where children usually use the gadget and what is the purpose they use the gadget
for and lastly how to get application better for a learning environment to the children. Survey
method is used for this descriptive research. It is done in reference of item that related to the
sample and data analysis. Survey method will be carried out to get information on gadget usage
pattern among children and also application experience feedback for application that the
children use in their gadget.

3.2 RESEARCH INSTRUMENT


Instrument are used to collect data that are needed to answer the research question that has
been set. So instrumentation is a process to prepare a tools to collect data. In this research, the
instrument that will be used to collect data are questionnaire, observation and interview. It will
be divided into two kinds of method which will be quantitative and qualitative.
Method Instrument
Quantitative Questionnaire
Qualitative Interview, Observation
Table 1: Instrument method

10
ANDY YEE WEE CHIEH
820223135513
Hadiah Latihan Persekutuan (HLP)
LDM1200 STEM - LDM1224 TEKNOLOGI
Malaysia
3.3 SAMPLE
For the quantitative method, a questionnaire will be used. A total number of 100 school
children will be participate in this questionnaire mainly from primary school and secondary
school. The questionnaire will be distributed to them to answer and this will be done by using
google form. Google form were chosen instead of manual copy of questionnaire as this easier
for collection purpose and this is in line with this research with the purpose of promoting more
online gadget usage. The school that are selected are as follow:
(a) SMK St. Mary – 25 students
(b) SMK St. Thomas – 25 students
(c) SK St. Mary – 25 students
(d) SK St. Thomas – 25 students
SMK and SK St. Mary will be an all girls school meanwhile SMK and SK. St. Thomas will be
an all boy school. This will be a balance survey for 50 schoolgirls and 50 schoolboys which
50 of them are from secondary school and 50 of them are from primary school.
For the qualitative method, interview will be done. A total of 25 school children will be
choosen randomly from school in Kuching. This school children age will range from 7 years
old to 18 years old. They will be interviewed to get information regarding the application they
usually used on their gadget. They need to give feedback on their experience from using the
application. This will be done by using application Zoom or Google Meet as this in line to the
purpose of this research.

3.4 DATA COLLECTION

3.4.1 Questionnaire
The questionnaire that will be used will be divided into two parts basically the
respondent demographic for part A and part B will be the gadget usage pattern
among children. Total respondent for this questionnaire will be 100 persons.
Questionnaire for Part A will be close ended question
Age
1. Age 7 – 12 or Age 13-18
Sex
2. Male or Female

11
ANDY YEE WEE CHIEH
820223135513
Hadiah Latihan Persekutuan (HLP)
LDM1200 STEM - LDM1224 TEKNOLOGI
Malaysia
Questionnaire for Part B as follow:
Type of gadget used
1. My primary gadget device is mobile phone or tablet.
2. I use other types of gadgets like laptop, computer, and television.
3. I use a high specification mobile phone or tablet in terms of storage and
RAM.
Gadget owner
4. I own a mobile phone or tablet.
5. I borrow my parent’s phone or my siblings’ phone or tablet to use.
Screen time
6. I use mobile phone or tablet for more than 2 hours a day.
7. I use gadget during the weekdays.
8. I use gadget more on weekends compared to weekdays.
9. I use gadget in school.
10. I use gadget at home.
11. I use gadget when I’m outside the house.
12. My screen time with mobile phone or tablet is more than other type of
gadget.
13. In my house, I have access to more than one mobile phone or tablet.
14. My parent restricts me on mobile phone or tablet usage.
15. I cannot live a day without a gadget.
Purpose of gadget
16. I use gadget for school purposes.
17. I use gadget for search for item.
18. I use gadget for entertainment.
19. I on social media most of the time.
20. I use gadget for communication with friend.
21. Gadgets bring convenience to me and make my life easy.
22. I like online learning.
23. I prefer to have online textbook or exercise book.
24. I like interactive and attractive applications on my gadget such as
Facebook, YouTube and others.

12
ANDY YEE WEE CHIEH
820223135513
Hadiah Latihan Persekutuan (HLP)
LDM1200 STEM - LDM1224 TEKNOLOGI
Malaysia
25. I like fun learning with gadget.
The questionnaire for part B will be using the Likert scale. It will be using
the five point likert scale as table 2 shown below.
Strongly Agree 5
Agree 4
Neutral 3
Disagree 2
Strongly Disagree 1
Table 2: Likert scale

3.4.2 Observation
An observation has been done before the research. The requirement of this
survey is that children do use gadget at home. This requirement must be met to
get a better result of survey either the children themselves has the gadget or
they borrow the gadget from parents or from other older siblings. This is
important as they can provide useful information on their experience in using
application inside the gadget. Type of gadget used by the children do effect the
result of the reseach as this research is focusing on application on an gadget.
From the observtion done, most children user that expose to the use of gadget
came from urban area where they easily can get access to the Internet.
Observation also been done to identify what features inside an application that
attract children the most.

3.4.3 Interview
On the application experience survey, an interview will be done to get data
from the respondent. This survey method is much more effective in collecting
data on the experience as different people will have different expectation on an
application. A random respondent from urban area from Kuching primary and
seconday school student will be involve in this survey. A sample of 25 students
will be chosen for the interview. Example of interview question are in table 3
below.

13
ANDY YEE WEE CHIEH
820223135513
Hadiah Latihan Persekutuan (HLP)
LDM1200 STEM - LDM1224 TEKNOLOGI
Malaysia
Example of Question Example of Answer Provided By
Respondent
1.What kind of application will you Facebook
download into your gadget?
2.What attract you the most in this Connect to friends
application?
3. Do you find it difficult to navigate No
around this application?
4.What are your expectation from No restriction in viewing others
this application? profile
5.How do you recommend to Make it simple, only got news feed
improve further this application? from friends. No advertisment
Table 3: Interview question

3.5 DATA PROCESSING AND ANALYSIS


Descriptive Statistical Method is usually used to analyze data from Likert scale. Data from
Likert scale is calculated manually and taken into consideration is the frequency and the
percentage. This information will be then represented in form of chart, bar chart, pai chart or
graph bar. After that the scale will be used to explain the bar chart.

3.6 WORK SCHEDULE FRAMEWORK


Gantt Chart

Table 4: Work schedule framework

14
ANDY YEE WEE CHIEH
820223135513
Hadiah Latihan Persekutuan (HLP)
LDM1200 STEM - LDM1224 TEKNOLOGI
Malaysia
REFERENCES
1. Cohen, M., Hadley, M. and Frank, M. (2011). Young Children, Apps and iPad
(Research Undertaken as Part of the Evaluation Activities of the US Department of
Education Ready to Learn Program). Michael Cohen Group LLC. Retrieved from
https://docplayer.net/14375391-Young-children-apps-ipad.html

2. Diana Raj, Norafiah Mohd Zulkefli, Zalilah Mohd Shariff, Norliza Ahmad (2022)
Determinants of Excessive Screen Time among Children under Five Years Old in
Selangor, Malaysia: A Cross-Sectional Study. Int. J. Environ. Res. Public Health 2022,
19, 3560. Retrieved from https://doi.org/10.3390/ijerph 19063560

3. Indri Hapsari Susilowati, SusianaNugraha, Sudibyo Alimoeso, Bonardo Prayogo


Hasiholan (2019). Screen Time for Preschool Children: Learning from Home during
the COVID-19 Pandemic. Global Pediatric Health Volume 8: 1–6

4. Maznida Mahadi, Tengku Intan Marlina Tengku Mohd Ali, Salinah Ja’afar, Mawar
Shafei (2019). Tema Kepentingan Kepelbagaian Gadjet dan Komunikasi Digital,
Malaysian Journal of Communication Jilid 35(4) pp. 408-421.

5. Malaysian Communications and Multimedia Commission (2020). Internet Survey


2020: Infographic. Statistics and Data Intelligence Department MCMC. Retrieved
from https://www.mcmc.gov.my/skmmgovmy/media/General/pdf/IUS-2020-
Infographic.pdf

6. Ministry of Education (2010). Policy on ICT Education in Malaysia. Frost &


Sullivan. Retrieved from
http://woulibrary.wou.edu.my/weko/eed502/Policy_on_ICT_in_Education_Malaysia_
2010.pdf

7. Ministry of Health Malaysia (2013). Malaysian Dietary Guidelines for Children and
Adolescents. Nutrition Division Ministry of Health Malaysia. Nutrition Division
Ministry of Health Malaysia. Retrieved from
https://www.moh.gov.my/moh/resources/auto%20download%20images/589d765c1b9
5f.pdf

8. Nor Azma Muhamat Laila (2021, Aug 17). Sisi positif penggunaan gajet, beri
peluang teroka konsep baharu PdP. Sinar Bestari Sinar Harian. Retrieved from
https://sinarbestari.sinarharian.com.my/komuniti/sisi-positif-penggunaan-gajet-beri-
peluang-pelajar-teroka-konsep-baharu-pdp

9. Papadakis, S., Kalogiannakis, M. and Zaranis, N. (2017) Designing and creating an


educational app rubric for preschool teachers, Education and Information
Technologies, pp.1–19. Retrieved from
https://www.researchgate.net/publication/313087810_Designing_and_creating_an_ed
ucational_app_rubric_for_preschool_teachers

10. Stamatios J Papadikis, Michail Kalogiannakis (2017). Mobile education applications


for children. What educators and parents need to know. International Journal of

15
ANDY YEE WEE CHIEH
820223135513
Hadiah Latihan Persekutuan (HLP)
LDM1200 STEM - LDM1224 TEKNOLOGI
Malaysia
Mobile Learning and Organisation 11(2):1. Retrieved from
https://www.researchgate.net/publication/315137160_Mobile_educational_applicatio
ns_for_children_What_educators_and_parents_need_to_know

11. World Health Organization (WHO) (2019). Guidelines on Physical Activity,


Sedentary Behaviour and Sleep for Children under 5 Years of Age: Summary. World
Health Organization: Geneva, Switzerland, 2019. Retrieved from
https://apps.who.int/iris/bitstream/handle/10665/311664/9789241550536-
eng.pdf?sequence=1&isAllowed=y

12. Zarina Mohd Zain *, Fatin Nur Najidah Jasmani, Nurul Hadirah Haris and Suzei Mat
Nurudin (2022). Gadgets and Their Impact on Child Development. Proceedings 2022,
82, 6. Retrieved from https://doi.org/10.3390/proceedings2022082006

16

You might also like