A questionnaire Usability Self Learning Module is developed to measure the overall
development of the learning module Adobe Photoshop constructs involving three modules, module’s
usability, applying theory of the cognitive load and minimalist. The study was conducted to produce
empirical data on the reliability and validity of the Usability of Adobe Photoshop’s Module
questionnaire using the Rasch Measurement Model. A survey was conducted on 120 participants who
attended the course Adobe Photoshop using the modules studied. The questionnaire is distributed
using one of the Web 2.0 technology platform, Google Docs. The reliability and validity of the
Usability Adobe Photoshop’s module questionnaire were tested with the Rasch Measurement Model
using the Winstep version 3.69.1.11 program.The Rasch analysis showed that person reliability index
is 0.87 and item reliability of 0.94. In term of item polarity, each item was able to contribute to
measuring the effectiveness of the learning module development measurement since the PTMEA
CORR exceeded 0.30, in specific between 0.50 to 0.78. There are 27 items in the questionnaire, which
is divided into 3 different constructs. Each construct contains 7 to 11 items. The unidimensionality test
conducted showed standardized residuals variance of 49.8%, with the biggest secondary dimension
in the first constrast amounting variance of 6.5%. Item fit analysis showed that none of the items
needed to be dropped since infit mean square values are between 0.73 and 1.39, and the outfit mean
square values are between 0.70 and 1.40. Items in the questionnaires are ordered in a continuum of
increasing intensity for the measurement of the Usability of Module construct. This shows the validity
of the constructs in Usability of the module.The Rasch Measurement Model shows that the Usability
of the Module has a high reliability and validity to be used for measuring the usability of the module
and the application of cognitive load theory and the theory of minimalism
At present, the learning activities carried out is in line with the rapid growth of development of technology and lifestyle. ICT literacy is categorised as those who can operate a computer and Internet. This study is conducted to determine the level of computer and Internet literacy in generation Y. A total of ten respondents among university students were interviewed. The level of the skill is measured in terms of the use of information processing systems and the Internet. The new knowledge addresses the themes in information communication technology literacy namely; defining, accessing, assessing, managing, integrating, creating and passing data. As such, the model of computer technology in education can also be produced. A more robust method of learning can be heightened by seeing the level of skills possessed by university students. The findings of this study is expected to determine the level of competence of the students and university can provide the necessary equipment to ensure effective teaching and learning.
In the modern age, digital games are widely used as informal media for Science, Technology, Engineering, and Mathematics (STEM) education and medical therapy for game-based learning. Digital games provide learners with a graphical system of interaction that enhances scientific concepts within an enjoyable environment. The vastly increasing number of digital games produced in the market affects the quality of STEM digital games while requiring multidisciplinary expertise. This paper proposes a framework for STEM digital game-based learning encompassing input-process-output stages. Several studies from the early 2000s onward were reviewed to discuss and present a new perspective on a framework for the design and development of digital games, particularly for STEM. This proposed framework consists of digital game development as input, experience as a process, and constructs as output. This simple and precise framework will generate a universal product for various types of learners. It can thus be used as a guideline for game designers, developers, and experts to develop STEM digital games and achieve better learning outcomes.
INTRODUCTION AND AIMS: It is necessary to ascertain current prescribing of antibiotics for upper respiratory tract infections (URTIs) to address potential overuse. A retrospective analysis was conducted of all prescriptions for URTIs among 10 public primary healthcare centers in Kedah, Malaysia, from 1 January to 31 March 2014.
RESULTS: A total of 123,524 prescriptions were screened and analyzed. Of these, 7129 prescriptions were for URTI, with 31.8% (n = 2269) containing antibiotics. Macrolides were the most commonly prescribed antibiotic, constituting 61% (n = 1403) of total antibiotics prescribed. There was a statistically significant association between different prescribers and diagnoses (p = 0.001) and a weak positive trend suggesting family medicine specialists are more competent in antibiotic prescribing, followed by medical officers and assistant medical officers (τ = 0.122).
CONCLUSIONS: Prescribing practices of some prescribers were inconsistent with current guidelines encouraging resistance development. National antimicrobial stewardship programs and further educational initiatives are ongoing in Malaysia to improve antibiotic use.
KEYWORDS: Malaysia; antibiotics stewardship programs; guidelines; inappropriate use of antibiotics; primary healthcare centres; upper respiratory tract infections
Study site: Klinik kesihatan, Kedah, Malaysia