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820223135513
Hadiah Latihan Persekutuan (HLP)
LDM1200 STEM - LDM1224 TEKNOLOGI
Malaysia
STUDY PROPOSAL
(MASTER BY COURSEWORK)
NAME
ANDY YEE WEE CHIEH
IDENTIFICATION NUMBER
820223-13-5513
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.
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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.
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.
1.3 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.
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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
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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.
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.
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.
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.
2.3 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.
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.
3.4.1 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
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
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.
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
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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
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
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