One of the questionnaires that will be used to evaluate social learning environments such as Facebook is the Online Social Learning Environment Instrument (OSLEI). The aim of this study was to evaluate the OSLEI using alternative method of analysis via Rasch model toward 49 undergraduate students in Malaysia. To date, no study has evaluated the OSLEI through the lens of Rasch model analysis among Malaysian samples. Firstly, the OSLEI underwent content validation by three experts. The results of the overall percent agreement on eight constructs ( perceived usefulness, usage of learning groups, learning outcomes, affective outcomes, self-efficacy, trust, privacy, and teaching member presence) of the OSLEI was 86% for 48 items. Next, 10 measurement properties of Rasch model analysis were employed with the OSLEI. The results revealed that 23 respondents needed to be dropped. Subsequently, the data from the remaining 26 respondents proceeded to Rasch Model analysis of the 43 items in the OSLEI. The results of the item analysis revealed that 13 items and the construct of privacy needed to be dropped. The findings demonstrated that 35 items were robust, valid, and reliable, and could be used to measure online social learning environments.
Education field has seen numerous revolutions and innovations that have altered the teaching and learning process through the emergence of Information and Communications Technology (ICT) which provides numerous benefits to both educators and students. However, there is concern that students focus in the classroom becomes less due to the lack of pleasurable during the teaching and learning sessions. Thus, the existence of learning using Augmented Reality (AR) applications seems to help students improve their thinking skills in terms of cognitive as well as behaviourism. Therefore, this study proposed the Design and Development of Augmented Reality (AR) Application for Internet Evolution Learning Topics known as AREvo. The methodology used in this study was based on a design and development research (DDR) and ADDIE Model were used for designed and developed AREvo. Several platforms and software were used to develop AREvo. Several experts in Creative Multimedia field from higher education were appointed to evaluate the AREvo in terms of its functionality, content design, interaction design and presentation. The data analyze and obtained is in the form of frequency and feedback. Result revealed that AREvo application can be used as an additional material for instructors as well as students who are taking basic ICT course. In addition, AREvo is expected to provide a positive impact in terms of functionality and usability of this AR application in the present and also in the future.
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